jcrom6484
Member
Good evening all! I had developed a nice parallax "2.5d" camera system in GMS1. But the restructuring of VIEWS in GMS2 forced me to develop a new one. I stumbled across this example:
I love it's potential. I have a working prototype now using this method, and it looks great. This parallax effect utilizes layer depth, to act as a Z-axis. So if a layer is pushed waaay to the background (say depth = 20000), it will remain nearly stationary, giving a beautiful illusion of depth contrast. The problem arises though, that when an layer is set that far back, it gets very tiny as well. I tried to circumvent this by scaling the backgrounds to ridiculous sizes in the room editor, but this involves so much trial and error to get it visually correct. It also will make level editing extremely tedious moving forward, as zooming back into the room grid, it is polluted with pixelated background images.
So I am hoping that maybe I have missed something simple. Ultimately, I want what I place in the level editor, to be relatively close to the same size visually, in game. And I want that extreme depth between the background layer, and the main instance layer (depth 0), without having to scale layer assets to ridiculous sizes.
Thanks yall
I love it's potential. I have a working prototype now using this method, and it looks great. This parallax effect utilizes layer depth, to act as a Z-axis. So if a layer is pushed waaay to the background (say depth = 20000), it will remain nearly stationary, giving a beautiful illusion of depth contrast. The problem arises though, that when an layer is set that far back, it gets very tiny as well. I tried to circumvent this by scaling the backgrounds to ridiculous sizes in the room editor, but this involves so much trial and error to get it visually correct. It also will make level editing extremely tedious moving forward, as zooming back into the room grid, it is polluted with pixelated background images.
So I am hoping that maybe I have missed something simple. Ultimately, I want what I place in the level editor, to be relatively close to the same size visually, in game. And I want that extreme depth between the background layer, and the main instance layer (depth 0), without having to scale layer assets to ridiculous sizes.
Thanks yall