Monday 6 October 2008

Parallax scrolling experiments

I was experimenting with parallax scrolling backgrounds that will allow different planes of graphics to move at different speeds to increase the illusion of depth in the game, so objects nearer to the screen would move faster than the objects in the background. These objects are supposed to represent the post-apocalyptic setting , I know that this technique is used in most 2D animations and arcade games

These objects placed in the parallax background are stylised gravestones that will depict the environmental collapse in the game. They were vectorized in Illustrator then imported into Flash. I have placed 3 different planes of gravestones with either a small. medium, large size into the parallax background that will affect the speeds of the gravestone planes with the foreground speed that will essentially create the illusion of depth, space and perspective within the level.


The Parallax scroll is working with directional keys, but without no easing because I was having problems with the coding. There is a section of code that increments the background speed by 1 if the background reaches a certain speed, this would show the character and background gradually speeding up, but stoping that background speed from increasing once the direction key is let go was still a problem, so me need to sort that at some point.


In, all this background has helped me build up the framework of my game and focus on the integration of the artistic and technical processes of building a conventional 2D parallax setting, and slowly improving it. I have resorted to keeping the environment very minimalist for animating later on, but the complexity of the protagonist [frame –by-frame animated] will later balance out the aethetics of the game.

No comments: