How I solved parallax the lazy way

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  • Опубліковано 31 бер 2024
  • Wishlist The Tale of LUMI 👉 store.steampowered.com/app/23...
    Thanks for watching and don't forget to subscribe!
    If you are interested, we have a discord channel where we run playtesting sessions: / discord
    This is a #devlog for my #indiegame: The Tale of LUMI, a 2D action game where you chain actions together.
    The Tale of LUMI was originally a #gamejam game.
    In this video I go over how I handled parallax in indie game and how the lazy solution that I had worked better than the more complex ones
    I am having so much fun making this game and I hope you guys are looking forward to see this coming to life!
    Very best,
    Vector
    ---
    Social Media
    Twitter: / vectorgamedev
    #gamedev #indiegamedev #unity #platformer #2d
  • Наука та технологія

КОМЕНТАРІ • 12

  • @RKIOrbMage
    @RKIOrbMage Місяць тому +1

    Looks awesome! Objecta firther away also tend to rotate less than objects closer to the camera, so that rotating pillar at 0:54 is a great prop :D

  • @Ved-cw7br
    @Ved-cw7br 2 місяці тому +1

    amazing work , assumed you'd have a lot more subscribers

  • @stray1239
    @stray1239 2 місяці тому +2

    I'm pretty sure that's how parallax normally works

    • @vectorgamedev
      @vectorgamedev  2 місяці тому

      It depends on the camera setup for 2D, there are a bunch of ways to do it though

  • @DDPiex
    @DDPiex 2 місяці тому

    😊

  • @DDPiex
    @DDPiex 2 місяці тому

    super cool

  • @distro3928
    @distro3928 2 місяці тому

    amazing work 👍

  • @ElianeGameDev
    @ElianeGameDev 2 місяці тому

    Usually what we do is simply assign a z value to each layer, and move them relatively to the camera at different speeds according to their z value. Why did it cause issues for you?

    • @vectorgamedev
      @vectorgamedev  2 місяці тому +2

      Hey Eliane!
      The effect itself wasn't looking great, so I had to customize it - then I went down the path of overworking on that
      And with the perspective camera was just easier to do it - also as a side: it was a little tricky to get it perfect when I had to position the player on a specific position on the map

    • @ElianeGameDev
      @ElianeGameDev 2 місяці тому

      @@vectorgamedevI see! It looks great!