JeanSwamp
Member
Hello,
I am having issues trying to make my vertical parallax look good and I am looking for ideas and suggestions.
Obviously scrolling a vertical parallax with layer_y(layerid, camera_object.x *0.5) and stuff like that won't work for big rooms.
I currently use this:
Sadly this only works well if the code is adjusted for each individual room in the game, to each layer, which is not viable to do.
I noticed 95% of the sidescrollers/platformers barely have any vertical parallax, mostly cause is cave areas, and is normally hidden with background tiles and leave some spots open to see backgrounds and I understand now why.
This is kinda becoming a nightmare to make it feel good and is taken my all my motivation away.
This was the best example I could find:
Min: 4:03:36
Any ideas, suggestions, examples, will help a lot
Thanks!
I am having issues trying to make my vertical parallax look good and I am looking for ideas and suggestions.
Obviously scrolling a vertical parallax with layer_y(layerid, camera_object.x *0.5) and stuff like that won't work for big rooms.
I currently use this:
GML:
var _ypos = camera_get_view_y(cam) /(room_height-camera_get_view_height(cam));
if room_height >= bg_size
{
layer_y(layer_bg1,lerp(-(buff),room_height-bg_size+(buff),_ypos));
}
I noticed 95% of the sidescrollers/platformers barely have any vertical parallax, mostly cause is cave areas, and is normally hidden with background tiles and leave some spots open to see backgrounds and I understand now why.
This is kinda becoming a nightmare to make it feel good and is taken my all my motivation away.
This was the best example I could find:
Min: 4:03:36
Any ideas, suggestions, examples, will help a lot
Thanks!
Last edited: