Background Types (and why Parallax is important)

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There are several different 2D background types, which I talk through in this video (spoiler, parallax is the best)

#shorts
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Terraria is a great example of this because in the settings you can switch between modes

loyaleling
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If your looking to impress you tech high school class, parallax is godly.
I made a 2D game for my ITM major, it was terrible, hardly anything worked how i wanted and it was mostly a sprite test.
But one thing I had from the beginning, great parallax backgrounds and even some foreground. It easily was the thing that got me as high a mark as I got, and genuinely I loved the look of it.

stumonster
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I just love the little bird character. I'm learning how to do something I love while watching a cute lil guy. love him.

rafeverao
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I'm trying to learn how to make the parallax effect with unity. Nice tid bit of info here, thanks!

sakuya
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I remember figuring this stuff out in the Jazz Jackrabbit 2 map editor when I was a kid.

Mernom
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studying for the mcat and this perfectly explains motion parallax

yusufeatsrice
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Games such as hollow knight despite being a 2D game are actually made in 3D so they can use multi-layer parallax Extremely well by Literally putting layers that are further away, further away from the camera

LandoGame
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The last one adds depth, but kinda unrealistically.
In reality there wouldn't be several mountains in the background being displaced that quickly relative to each other and the camera.

It IS still a good option though for placing other various background images with closer range in the scene. So you can use this for layering trees in a forest, with a single mountain in the background, or a brick wall that the player is passing directly in front of.

justaway_of_the_samurai
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I would easily use a combination of all three in my game. I was visualizing different scenes in my game where each one could be used.

mikeholguin
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I never thought about different layers like that. Thanks for the tips.

nottechytutorials
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Very nice! Can you show how to code it?

darkfrei
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If u use each type based on the player traveling distance like if the player is traveling from city to city its should be multi layer showing he is covering great distance, or if the player is moving in city it should be single layer as he is moving short distance (across the city) or if he is in a cave or dungeon it should be fixed or flat as he is moving a single structure.

adityapawar
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Moving in a straight line vs. A diagonal line vs. moving in a circle!

purplerain
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I think the fixed background can make objects seem very far, so it may be good for depicting celestial objects like the moon and sun, which are basically still in real life anyway.

randomz
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Who made the assets? I wanna make a game with that bird

F-bs
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Hmm, flat feels close, each type of parallax pushes it out farther, and fixed feels the most distanced. I wonder what inverted parallax would feel like? Either the opposite direction or quicker than the camera

dungeon_delvers
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Yoo those are my parallax backgrounds, thanks for using it! <3

mmoommee
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Also can implement alternate universe physics by making the background move faster than the player... Definitely use sparingly

veggiet
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The first level of my game uses like 7 background layers and 1 front layer for parallax

valletas
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A big Genesis fan here so you know I'm team parallax all day! Awesome video and great content!

Akeiga