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Using 2D paralaxx for Steemdya background / foreground animation of stages / levels elements

We are going to use that technique called "paralaxx" to give some multi layered depth and animation to the background… by imaginalex

Mar 21, 2018 · 1 min read
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Using 2D paralaxx for Steemdya background / foreground animation of stages / levels elements

We are going to use that technique called "paralaxx" to give some multi layered depth and animation to the background "and" foreground, we will have 4 layers moving at different speeds, it's a technique sometimes used in 2D games so here is a first render of how it looks in a 2D - flattened picture, what you'll be seeing most of the time : ( Yeah i added more details and start to modelise background and little rocks, plants / herbs diversity in trees and minerals for this first level ) So we'll have the rocks / mud on the first layer / foreground on top of the "walking" layer for the character, we'll have it moving at a slower speed than the walking layer of course ( while the walking / character layer moves at a normal speed, following character moves ) there will be trees on a layer behind the walking layer, that moves at the same speed as the walking layer, then, we'll have a third layer of a first row of trees, that moves in paralaxx, with a different speed than everything else, a fourth layer of trees, and finally, the far far background at a very , very slow speed. That's about how these layers looks and how i have to work them separately in 3Ds max : (could be easily done under Blender too ) ( i still need a third layer of farer / furthest trees with a canopy ) every layers will be separated in different sprites for Hitmanchoi @roundbeargames to add them separately and code each layers at their own speed while the camera is following the character. I'm going back to work on this now 8D


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