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Author Topic: Parallax Scrolling  (Read 743 times)
NAGN
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Yeah so now I have an idea


« on: June 30, 2012, 08:21:54 pm »

PyGG2 Parallax Scrolling Demo


Basically by writing a few lines of code, its rather questionable to add a really good pseudo-3d perspective to the backgrounds. The Y coordinate offsets have to be adjusted, however, here its half as severe as the horizontal scrolling.

In this video, the map gets its offset linearly by depth (so 1/depth layer multiplied by what would normally position the background), but its entirely possible to implement parts that move at different speeds (or even move constantly, such as in the context of clouds), but that would require significant revisions to how we currently store entities.

That being said we'd also need to figure out how to store all these layers, I'd assume they'd all be neatly compiled in a .zip file, but I'm not sure if game maker has the sort of capability to extract those (though an external extension probably exists)
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« Reply #1 on: June 30, 2012, 08:31:10 pm »

hello
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« Reply #2 on: June 30, 2012, 09:14:16 pm »

Make maps wrap around first
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I /saw/ him


« Reply #3 on: June 30, 2012, 09:33:28 pm »

Make maps wrap around first
pls no
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« Reply #4 on: July 01, 2012, 05:00:37 am »

We need a way to automate this. I've already got a few ideas...
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« Reply #5 on: July 01, 2012, 05:38:19 am »

We need a different map format first.

(I suggest a zipfile with the wallmask, entities info, metainfo and the different layers of images).
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« Reply #6 on: July 01, 2012, 05:40:14 am »

This is amazing, i can't wait until pygg2 becomes in beta state.
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I'm not stretching the screen more than Brooklyn


« Reply #7 on: July 01, 2012, 09:52:59 am »

It's probably because I don't play much anymore, but....this doesn't really look much different than what we currently have to me   Drolling
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« Reply #8 on: July 01, 2012, 09:55:22 am »

That looks really cool! I like it Cheesy
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Machidro
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« Reply #9 on: July 01, 2012, 12:49:21 pm »

Dat view from off the map. Memory leaks or blurring are something that would need a fix.
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Phantom Brave
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Another one --


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« Reply #10 on: July 01, 2012, 12:51:11 pm »

that's not a leak or blur, that's an overdraw/framebuffer issue
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NAGN
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Yeah so now I have an idea


« Reply #11 on: July 01, 2012, 12:52:23 pm »

Dat view from off the map. Memory leaks or blurring are something that would need a fix.
It can be ameliorated by having a static "Sky" background that's always in view (in this case that would be the blue bits of the sky that doesn't actually have any details on it)

In normal GG2, looking at those parts of the map would display a black background, in PyGG2, I'd assume that the memory isn't flushed to save time
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[im
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« Reply #12 on: July 01, 2012, 12:55:10 pm »

clear the framebuffer before drawing you nig nog
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NAGN
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Yeah so now I have an idea


« Reply #13 on: July 01, 2012, 01:02:00 pm »

that's not necessary, and is just a waste of time, if we're going to have a sky bit of the map anyways
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« Reply #14 on: July 02, 2012, 02:32:06 am »

How about trying to automatically detect layers through saturation and brightness levels, maybe some edge detection (if no manul layers qre found) ?

(god I hate typing on phone.)
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