How I solved parallax the lazy way
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- Опубліковано 31 бер 2024
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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
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Twitter: / vectorgamedev
#gamedev #indiegamedev #unity #platformer #2d - Наука та технологія
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
amazing work , assumed you'd have a lot more subscribers
Thanks 😁
I'm pretty sure that's how parallax normally works
It depends on the camera setup for 2D, there are a bunch of ways to do it though
😊
super cool
amazing work 👍
Thanks 😁
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?
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
@@vectorgamedevI see! It looks great!