If you guys have ever played an SNES sidescroller game and what not, then you know about this.
There are four layers and you are moving to the right:
One: A foreground that is infront of the character in terms of layers and goes by super fast because it is closer the the "camera"
Two: A intermediate ground that you stand on that scrolls along with you.
Three: A layer behind that to give the perspective of distance that trails behind a little
Four: Same as three, but goes slower and trails behind more. Usually a distance picture that barely moves.
What I want to do if create that same effect and replicate layers one, three, and four.
If anyone has any ideas or code they would like to share, this would help a lot.
ID:269841
![]() Oct 26 2005, 9:33 am
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![]() Oct 26 2005, 10:13 am
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Is it even possible?
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I'm pretty sure that when you call mob.Move(), you can have the item located in the background and move every one of the tiles by pixel or something. Of coarse, you can take a much longer way of doing this is by instead of actually moving the mob, move the entire ground under it. Keep in mind that when I mean much longer, I'm under-exagerating. This will take a lot of time. Although, it could seem a bit easier.
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I wouldn't say it's impossible, but I doubt anyone would get it to the point where it works well enough to be put into a game.
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mob.Move moves mobs, meaning you would have to make the background layers all mobs, which could get messy.
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You can make these effects, but they'll need to exist outside of the entire atomic system. I've actually made a system that did just this (except the lowest layer didn't move), but the process of drawing all the layers for each client became to slow to add to any game (also, the buffer along the edge of the map was a pain, and quite ugly, too). If this is a single player game, then you might be able to get around having to use images and the client.screen list, but that would probably be even more work.
I could try and explain it to you if you're still interested, but I would strongly suggest that DS is not the proper platform for such ventures, and that you can spend your motivation making perfectly good Byond games without such a system. |
Sorry if I miswrote something, but what I meant and quite sure that I stated this, was that upon mob.Move(), you could use locate to find the tiles in the background and move them by tile or pixel. By no means do they have to be mobs, but they do have to be a moveable atom.
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IainPeregrine wrote:
You can make these effects, but they'll need to exist outside of the entire atomic system. I've actually made a system that did just this (except the lowest layer didn't move), but the process of drawing all the layers for each client became to slow to add to any game (also, the buffer along the edge of the map was a pain, and quite ugly, too). If this is a single player game, then you might be able to get around having to use images and the client.screen list, but that would probably be even more work. I am absolutely interested, when can we start? |