i started, but i'm dropping the project.
the game doesn't interest me.
also i don't want to sit through half an hour of some european guy talking about it before i get to talk about it.
that's just boring.
all the resources for the review are on the infotech blog.
but enough of that it's time to get back to work.
i got another layer of islands.
and that goes over this.
but i've made it so it moves at a rate slightly slower than the island does in the background, so the move independent of each other but both relative to the character movement in the room.
parallax scrolling.
this effect also applies to my cloud layer.
and the code is rather simple.
background_x[3] = view_xview[0]/2;
background_y[3] = view_yview[0]/2;
background_x[2] = (view_xview[0]/1.6)+820;
background_y[2] = (view_yview[0]/1.6)+700;
background_x[1] = (view_xview[0]/1.5)+640
background_y[1] = (view_yview[0]/1.5)+640
background_x[0] = view_xview[0];
background_y[0] = view_yview[0];
basically, here we have different layers are varying "closeness" to the screen.
the closer the layer is to the screen, the slower it moves when the character moves.
there are also some adjustments for the islands and city (background [2] and [1]) , and that is just so they appear at the right place on the screen.
parallax scrolling is an effective tool, because a similar effect is seen in real life.
it's like when you're on a road trip at night.
trees whiz by, but the moon seems to stay still.
tomorrow i'll be working on UI art and features.



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