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Author Topic: Parallax Interpolation  (Read 16566 times)

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Offline Arias

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Re: Parallax Interpolation
« Reply #25 on: June 04, 2019, 12:41:43 PM »
Zoomdelta part 1

Zoomdelta: By giving it to the different elements (according to their own delta), it helps to increase the sense of depth the moment you zoomout/zoomin, generally you can't apply it to a parallax floor because it would make your characters slide, but there are a couple of ways around this.

;No Zoomdelta

;Zoomdelta

See the difference?

There are 2 ways to do this, which one to use will depend mostly of the size of your sprites and the number of them, and if you use xscale or width.

1.- Splitting your sprite using 'window'
This is you floor:

By using window you can split your sprite in tiles of 1-2 pixels of height, this depends a lot of the details of your floor, could be higher, the less you use, the better.

Code Example:
(click to show/hide)
Just try to not go overboard with this, too many function calls will make your stage lag if you computer is not high end enough, I try to not go beyond 1600-1700 layers.

I'll explain more in depth later.
« Last Edit: June 04, 2019, 06:20:26 PM by 𝓐𝓵𝓲𝓬𝓮 »

Offline DEMONKAI

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Re: Parallax Interpolation
« Reply #26 on: June 05, 2019, 07:48:36 PM »
thanks on the tip
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline MatreroG

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Re: Parallax Interpolation
« Reply #27 on: June 09, 2019, 09:19:52 AM »
I must to practice this. Thanks Alice :Terry

Offline O Ilusionista

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Re: Parallax Interpolation
« Reply #28 on: June 10, 2019, 05:53:54 PM »
Me too. I never got parallax right.

Offline Arias

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Re: Parallax Interpolation
« Reply #29 on: June 16, 2019, 04:25:21 PM »
Zoomdelta Part 2

Splitting the floor with window can be used with Xscale, but is preferable for parallax that use width, especially if you are going to use a parallax animation.

[bg 0]
type=parallax
spriteno=1,1
start=0,390
mask=1
delta=0.5,0.5
xscale=1,2.789534884
zoomdelta=0.5
windowdelta=0.5,0.5
window=-1000,390,1000,392

[bg 1]
type=parallax
spriteno=1,1
start=0,390
mask=1
delta=0.5,0.507713512
xscale=1,2.789534884
zoomdelta=0.507713512
windowdelta=0.507713512,0.507713512
window=-1000,391,1000,393


In the example you can see how the windows are 2 pixels of height but overlap in 1 pixel, the reason for this is the Y delta when the characters jump, this won't always work though and there will be times when you will need to mess around with scalestart, all this if you want to add delta in Y of course.

Scalestart + Zoomdelta is especially useful when deciding the setting in a stage, try to not lose the important parts of the BG, in this one for example, the focus the stage is the statue and light covering it, so make sure that it is visible even zoomed in.






When using a Y delta you might want to use elements whose bottom part is flat, though at times is not possible unless you redraw the whole stage in a different perspective to make sense, sometimes the elements will have parts that go into the horizon, more on this later.

« Last Edit: December 29, 2020, 12:33:14 PM by 𝓐𝓵𝓲𝓬𝓮 »

Offline sensei_yoda

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Re: Parallax Interpolation
« Reply #30 on: November 17, 2019, 05:39:16 PM »
Scaledelta:
(click to show/hide)

Good material you have here. I thought that the scaledelta parameter worked as a percentage, independently to the width of the sprite.
Although his tutorial considers the width of the sprite essential to determine the code and there arose my doubt. Maybe I misunderstood
This is an example of your SFIV-Training stage

(click to show/hide)

« Last Edit: November 17, 2019, 06:41:49 PM by sensei_yoda »

Offline Arias

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Re: Parallax Interpolation
« Reply #31 on: November 17, 2019, 09:37:14 PM »
Didn't calculate the walls in the training, I don't even remember if I did with the floor in that version (released it about a year ago, but actually made it like 3-4 years ago), the important one was the one with zoomdelta, so I only calculated that one, but yeah, the first one is correct, it's either:
a)
(delta range)/(wall sprite width)*(delta of the wall)
or
b)
1/the distance of the sprite (start x)*scalestart (if you are using X scalestart in the sprite)
Second is easier to understand, but depends of the approach really.

Offline sensei_yoda

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Re: Parallax Interpolation
« Reply #32 on: November 18, 2019, 04:52:23 PM »
Didn't calculate the walls in the training, I don't even remember if I did with the floor in that version (released it about a year ago, but actually made it like 3-4 years ago), the important one was the one with zoomdelta, so I only calculated that one, but yeah, the first one is correct, it's either:
a)
(delta range)/(wall sprite width)*(delta of the wall)
or
b)
1/the distance of the sprite (start x)*scalestart (if you are using X scalestart in the sprite)
Second is easier to understand, but depends of the approach really.


Thanks for answering. I see, I will continue analyzing the situation. Regards.

Offline Arias

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Re: Parallax Interpolation
« Reply #33 on: February 07, 2020, 07:55:44 PM »
Quote
it's either:
a)
(delta range)/(wall sprite width)*(delta of the wall)
or
b)
1/the distance of the sprite (start x)*scalestart (if you are using X scalestart in the sprite)
Second is easier to understand, but depends of the approach really.

Btw, I think it's necessary to point a couple of differences between these 2 methods
first one is better used when parallax isn't that strong, for a lack of better words, for example:
if you notice in my training stage, the grids don't move evenly, I didn't want too much parallax because floor distorts a lot (I'm using Xscale here), so the wall doesn't become flat when it reaches the center of the stage.


[BG Wall_Left]
type  = normal
spriteno = 3, 3
start = -354, 350
delta = 0.505, 1
mask = 1
trans = none
scaledelta =  0.00117397 ----->0.676453/(1141*0.505)= 0.00117397


the second method is better when one uses width, for instance
you have to calculate only the delta of the wall so it becomes flat when it reaches the center of the stage, notice how the grids on the floor move evenly & each center line becomes straight upwards once in the middle, width parameter will ALWAYS do this...


[BG Wall_Left]
type   = normal
spriteno= 3, 3
start   = -836, 414
delta   = 0.307, 1
mask= 1
trans   = none
scalestart= 2.4, 2.4
scaledelta   = 0.00287081  ----->=1/836(2.4)
« Last Edit: December 29, 2020, 12:32:09 PM by 𝓐𝓵𝓲𝓬𝓮 »

Offline O Ilusionista

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Re: Parallax Interpolation
« Reply #34 on: August 21, 2020, 09:06:43 PM »
At this point if Unreal Fighter developer keeps constant probably it's going to be finished before elecbyte ever returns, and is looking more promising than mugen.


Sadly, that engine will require a month payment to be used :(

Offline Arias

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Re: Parallax Interpolation
« Reply #35 on: August 23, 2020, 06:35:27 PM »
Do you refer to the template Achilleon is making or the engine itself?
IIRC Unreal was made free to use unless someone monetized a game, in such cases one would have to pay royalties of 5% from the revenue you get from your game.


Offline O Ilusionista

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Re: Parallax Interpolation
« Reply #36 on: August 26, 2020, 05:17:47 PM »

Offline Arias

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Re: Parallax Interpolation
« Reply #37 on: August 27, 2020, 12:08:47 AM »
Then you're referring to the fighter template, not the Unreal engine.
yeah, I expected that, $5 is fine to me, I'll just wait until it is tested & reviewed before becoming patron (and finish developing my own original characters).
« Last Edit: August 27, 2020, 12:21:49 AM by 𝓐𝓵𝓲𝓬𝓮 »

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Re: Parallax Interpolation
« Reply #38 on: November 13, 2021, 09:27:53 PM »
I started making the Xross Fighters: Ultimate Versus demo for Christmas and I think I could make my first 3D Stage for myself.

I got the frames from the video, but can you teach me how to convert the video frames into a 3D stage for my screen pack demo, please?

Stage demonstration:

https://drive.google.com/file/d/191fECclNHDAlRBlCinXpHVx9YsUC4ox5/view?usp=sharing
Stage name: Neon Tokyo

I wanted the stage to look like this:


PS: If possible, teach me how to make a Zoomdelta code For the Stage.
« Last Edit: November 17, 2021, 03:11:57 PM by GTFoxN6Y »
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