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Found 14 results

  1. Hi! So I'm working on a 2D space shooter type of game and am trying to get a parallax background thing going. But I'm having trouble getting the math right. You can see my work in progress here: https://www.youtube.com/watch?v=Pea9yVbTD64 As stated in the video everything works if the players x and y are positive, but breaks when they are negative, and I can't figure out what I am doing wrong. Any help would be greatly appreciated. Or perhaps there is a better way to accomplish this? What I'm doing is randomly generating out a bunch of the Sprites, and then updating their posi
  2. Hi, Why parallax scroller very much brakes on the phone (samsung a3 2016), in 2 - 3 minutes after the application launch?
  3. when using pbrmaterial with parallax enabled , the albedoTexture gone, and here is a PG showing the problem :http://babylonjs-playground.com/#10I31V#27 according to tutorials said : A diffuse texture is required for using parallax mapping. so how do i use parallax in pbr?
  4. I am trying to achieve a similar design as this site using pixi- http://www.spaceneedle.com/home/ However I am having trouble even finding out how to make a full page texture. Any image I use won't stretch to match the viewport. I have tried setting- this.sprite.texture.width = viewPort.width; or this.sprite.width = viewPort.width; However there is always blank space on the right hand side? Any guidance would be greatly appreciated.
  5. Hi Everybody ! I'm working on a game with camera follow, and many plans on background. Is there a solution to make them moved at differents speeds ? To create parallax effect :). Thank you !! And sorry for my english ^^..
  6. Hi, everyone, I am new in the framework of the phaser, and I came to ask your help to know how to create a parallax effect equal to the GitHub site when it is not found the page, example here: https://github.com/errorr4frsf wanted this effect between two background images, where the last image moves contrary to the mouse movement.
  7. In (re)acquainting myself with Pixi for some hobby projects, I put together a simple example and walkthrough of scaling to fit device dimensions, using hi-res resources, animating a sprite, doing some basic parallax scrolling with tiling sprites, and assembling spritesheets with TexturePacker: http://www.rocketshipgames.com/blogs/tjkopena/2015/09/basic-scaling-animation-and-parallax-in-pixi-js-v3/ I hope it's of use to somebody, and would love to hear any comments about any errors or sub-optimal code. Thanks!
  8. Hello all, i have a small code on phaser wich needs to parallax two textures at different speeds. i've set the game canvas to transparent mode and my tiles are 1024x512. However, i have the need of resize it according to screen resolution, i.e. apply scale to have a good aspect ratio. how do i do that? here's what i'm seeing. i need to scale it in order to parallax it nicely http://imgur.com/a/swwOI
  9. In (re)acquainting myself with Pixi for some hobby projects, I put together a simple example and walkthrough of scaling to fit device dimensions, using hi-res resources, animating a sprite, doing some basic parallax scrolling with tiling sprites, and assembling spritesheets with TexturePacker: http://www.rocketshipgames.com/blogs/tjkopena/2015/09/basic-scaling-animation-and-parallax-in-pixi-js-v3/ The code is very much based around Pixi, but it's easy to understand without being familiar with that API, and I thought the article makes enough broad points to be worth crossposting to this gener
  10. Hi, I already created a topic for this but my idea has evolved and I think it is better to create a new topic. For the record , I have an animated plane with several "hole" (only one in the example) . http://www.babylonjs-playground.com/#272WDW#14 Currently when we click the image that we see through the hole , it zooms to the picture.But that's not what I want . What I want is that we have the impression " to go inside " the hole, and that the image is in full page at the end of the animation , so no zoom the image, just in full screen display. I don't know if this is understandable.
  11. Is there an easy way of creating a parallax kind of background? I've read that tilemaps are the way to go, but I was wondering if this was possible with just sprites? Is there an easy way to change a sprites x coordinate in relation to another sprites current x? Here's an example of what I'm trying to recreate http://www.firewatchgame.com/ Hope this makes sense!!
  12. I appear to have an issue where resizing my game causes my parallax backgrounds to move around, and am looking for some help to see what I may be doing wrong. The game looks generally like this: Onto the problem: I have several layers of background that move at different speeds. The first layer of background (layer0 in the code) moves in unison with the foreground. I can line up the player's character with a background object in layer0 and then resize the screen and the player remains in the exact same relative position to the background object, which is great. Where I run into troubl
  13. Is this at all possible? I originally managed to achieve the effect when I loaded in the background as one single image. But now I'm using tilemaps and adding to a layer with addTilesetImage I can't seem to get any movement there. It's just a simple x -= 0.5; //When moving right x += 0.5; //When moving left Here's how I'm currently loading the background layer: game.load.image('sky', 'assets/parallax-bg.png'); game.load.tilemap('map', 'assets/tilemaps/level1.json', null, Phaser.Tilemap.TILED_JSON); this.map = this.add.tilemap('map'); this.map.addTilesetImage('background_spriteshee
  14. Hello everyone, In my game I have big scrolling back(960x640) with parallax which consists of 8 parts. I was thinking to replace it with one bitmapData. I'm going to draw all parts into this bmd and then use it as texture for only one image. It will definetely reduce canvas draw calls but there any shortcomings for this method which i'm missing in theory? I have been done this many times in Flash and it was good for performance.
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