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Thread: How to get the parallax effect with the floor curving towards the center

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    daryuss's Avatar
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    How to get the parallax effect with the floor curving towards the center

    Hi.
    There are already several threads to solve the questions about the parallax effect. The parallax effect with objects placed in three levels moving at different speeds (the first slow, the second fastest and the third the fastest of the first and second) I solved it simply using both the x and y coordinates and with the bouncing ball movement.
    What interests me is the effect of the floor curving towards the center of the screen, like that of fighting games which, the floor in addition to going to the right and left, twists towards a point in the frame.
    In this thread there is an awesome example of Schrodinger who solved such a question, but it is a sprite split into many blocks that give the effect of the curvature.

    https://community.clickteam.com/threads/102996-Pseudo-3D-Parallax-Effect-(Pole-Position-Effect)/page2
    Download here!

    I was wondering if there was a method to achieve the same effect, but using a single sprites and without increasing the virtual width and height size of the screen and without using the firefly (I use those directly for 3d games). We could use anti-aliasing, automatic rotation, and the scaler.
    The sprite to use is this:

    S1_FLOOR_KEN_STAGE_FULL.png

  2. #2
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    NaitorStudios's Avatar
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    You can either do it with a Effect (shader) or Perspective object.
    A shader would be more efficient tho, neither of these are compatible with runtimes other than Windows.

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    gkinfinity's Avatar
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    Not sure if you figured this out on your own already, but I actually started the original thread that you referenced. Here's an example:

    Parallax ground example

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    Solved this little question thanks to this thread that I had not noticed before (but above all thanks to whom made the parallax example, but there is no author name).

    - First of all, the image contained in the parallax object must have transparent spaces in the sides (otherwise the deviation effect does not result) and the image must already be drawn in perspective.
    - In the properties of the paralax object, the base size and the z-length size must be the same as the image contained in the parallax object. In the "setting" tab of the parallax object, you need to check only "Lower bound" and "Upper bound", so you can adjust with the offset limit.
    -You must assign an alterable value to be associated with the offset of the parallax object and add and subtract its value in the event editor (by pressing keys in game running), so it does not scroll infinitely!

    Note: Using this method, there is no need to increase the virtual space of the frame, so the user can more easily orientate with the x and y positions in a future implementation of the example.

    Download the example here for interested users in creating such games.

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    great example, thanks for posting!

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    Quote Originally Posted by Kage View Post
    great example, thanks for posting!
    With my pleasure. By sharing you learn many beautiful things! However, the example is still not perfect, I am implementing it over time!

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