Wishlist Isadora's Edge on Steam! store.steampowered.com/app/3125320/Isadoras_Edge/ And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadoras-edge Thank you!
@@tam_69420 Notice - the user does not meet the requirements to play this game To play this game, the user must have the auto-parallax feature installed up to version 1.1.23 within their brains subconscious folder
A cool trick I learned, if you are making a 2.5D game you can push the backgrounds further back in 3D space and get the same effect with no extra code :)
Making backgrounds move at different speeds relative to the foreground is crucial in 2D games for creating depth and immersion and enhancing the visual experience.
One thing I like is that if you reverse the parallax speeds (make the distant things move faster) it gives the sensation that you are moving along the surface of a cylinder, if you manage to adjust the speeds well and create a level of vertical ascent that is repeated horizontally, you can create a brutal immersive effect (and a very cool level too!!)
I love these videos. I'm not a game dev, but as a composer who doesn't have much hands on experience with games yet, I feel like I'm learning some good stuff about games. Thanks for the awesome videos!
Foreground parallax is not very reasonable for most games. Only in very specific places. The problem you will quickly run into is that if you have some vertical movement going on, you will run into extreme issues.
@@hiiambarney4489 it is a lot harder to use than background for sure, but I have seen it done to good effect. I often see it near screen transitions and caves, where the camera is locked in some way, and the foreground elements can give that claustrophobic feeling without actually getting in your way.
This reminds me of how one of Mega Man X2's selling points was that, thanks to the CX4 chip in its cartridge, it was able to have parallax effects in its backrounds without melting the SNES CPU in the process, in addition to other graphical effects like transparency.
Thank you for fulfilling my request on covering this topic! This was one of the first things I learned during game dev that amazed me on the creative solutions game developers have crafted. Look forward to more content!
I really appreciate your videos, they are so useful. I'll definitely be grabbing your game when it comes out, and I hope one day I'll have a game to show off to you
I kinda like how the fast prallax looks on the mountains, kinda gives the impression that you're right in the middle of a mountain range rather than the mountains being just a background thing
The mountain illision is wild, they dont change visually at all but there’s a instant switch from them being towering mountains to them being small cardboard cutouts a few feet away
hey man im just a programming student going into my 2nd year and i was playing around with unity after i took some extra lessons on c#. i just mimicked flappy bird to learn how to use it but after i started to add my ideas for more practice and your shorts really gave me some ideas and created fun problem solving situations for me, specifically this one and your pitch randomizing short. just wanted to ty ❤. for now its early for me but i do hope to find myself much deeper in game development
Oh, i just watched a video where someone was making a map thingy for hollow knight where is showed EVERYTHING and its was super hard because of the parallax scrolling
Even though the faster parallax was there to make the mountains seem closer, to me they still seemed distant but with a slightly more retro charm to'em
Always one of my all time favorite techniques! I dig the weird spiky spine platforms but gotta admit, at first they look like they'd be hazardous to the player to land on! 😅
The mountains should be moving significantly slower by alot. Should almost be a static image that doesnt move. Otherwise, those are just building sized jagged rocks.
What really messes with my brain is when I'm a passenger and have the time (and space) to view off into the way distance, because there's a point where I swear it looks like the distant objects are moving FORWARD with me.
What would still make sense is if the closest bg layer didn't parallax at all, due to being, well... the walls right behind the player and thus, part of the immediate environment (alongside the terrain, plus bushes, rocks, or other barely foreground objects attached to it.) Could make two immediate background environments though. One that's stationary and one that's sliightly further back, in case you want to do anything special with either...
I was talking to a coworker about learning coding, and I told him my goal was to make a simple platformer in similar vein to this, my reasoning "…because I have a lot of examples to pull inspiration from, it’s straightforward, I don’t have to do anything in 3D (remembers parallaxing)… sort of."
If you're a gamedev keep in mind that doing this can potentially hurt the verticality of the level since going too high or too low would just make the horizon disappear, it's why it's better to make your parallax background a repeating pattern if possible (the YT short provides a good example of this)
Sonic games on the Genesis take this seriously, as we can see in zones like Green Hill, Emerald Hill, Death Egg Zone, The intro and ending of Sonic 3 & Knuckles, and even many parts of Sonic CD.
I love this. Sorry I'm a bit late, but quick suggestion: You did apply parallaxing to the background, but still in the mountains case, you just ran over like 3 mountains in 5 seconds. I like to be not afraid of how slow the background moves. The mountains in your case seem like big, sharp spikes rather than gigantic mountains.
Something to keep in mind is that with the way perspective works, if an observer follows a subject without rotation, moving as fast as the subject, the subject will only appear to pass an object when it’s moved the actual length of the object. Obviously you don’t need perfect realism in your game’s perspective, but if you want pseudo-realism then often times it’s better to keep a large object like a mountain completely static, or maybe move it a tiny amount like 1% of what the character does.
I just took interest in game dev and only have a 32gb rom 2gb ram mobile phone with zero experience in coding or even art. I don't understand your videos but I kinda get them. I hope I make progress lol
If you use a 3D camera you can just physically move the sprites back and forth to recreat parallax scrolling. But only of course if the engine supports it!
NES games does not have multiple layers which is why games like Kirby’s Adventure felt like the background is a painting. Often times games use interrupts on the rendering process and shift the layer. Problem is you cannot have “foreground” objects else they will move with the “background”. One trick is by shifting the graphic tiles depending on the scrolling position, like battletoads. See parallax scrolling on the nes by retro game mechanics explained.
And if you use a 3D capable engine, you can essentially fake parallax by actually just pushing layers backwards on the Z-axis. Using 3D to fake faking 3D.
basic, but now, if you want to make a frontground, make it move faster than the camera, except, is is very easy to screw this up, try to create a scaling frontground, for example, make decoration in front of the actual playable terrain, try not to cover anything behind, rather make it outside the playable terrain, then scale it to make it look bigger, in other words "closer" to the camera, then give it a negative movement speed in relation with the camera, the ratios of movement/scalling is hard to match, but its possible, it something like "scale: 2.0 = speed: -0.5"
Wishlist Isadora's Edge on Steam!
store.steampowered.com/app/3125320/Isadoras_Edge/
And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadoras-edge
Thank you!
i just cannot wait to play this, this looks just so great in development! keep it up lad!
@inboundshovel wishlisted it! Your art/sprites are great who does it?
I've got to stop watching brainrot bro...
As a hk player and fan, I can confirm that paralaxing does WONDERS to immerse players
As another person that plays hollow knight, I agree with this
Also blurring
Blur the lower background layers
I was like why does being from Hong Kong make you an expert in immersion 😂
My puny brain thought "haiku?"
Its also nice to see a random tower in the distance and it looks very realist-
Wait why did the gate close
My brain auto parallaxed the mountains.
im gonna use you as an excuse not to bother to implement parallaxing
@@tam_69420 That's fair.
@@tam_69420
Notice - the user does not meet the requirements to play this game
To play this game, the user must have the auto-parallax feature installed up to version 1.1.23 within their brains subconscious folder
@@tam_69420 that's the spirit 👏
Literally. Had to do a double take to realize there wasn't already parallaxing
A cool trick I learned, if you are making a 2.5D game you can push the backgrounds further back in 3D space and get the same effect with no extra code :)
thats what HK actually does.
@@jesusvera7941 What does HK stand for?
@@Nadeli0 Hollow Knight
@@jesusvera7941 Ah thanks! :)
@@Nadeli0Hong Kong (I am spreading misinformation)
I think it’s cool that a slower background makes the character feels slower too.
Making backgrounds move at different speeds relative to the foreground is crucial in 2D games for creating depth and immersion and enhancing the visual experience.
The faster speed would work really well for a cave! I love these game dev secrets and I’ve definitely been using them for my own game
Imagine being a game developer and not knowing about parallaxing until you saw this video and you were like "OOOOHHHHH."
One thing I like is that if you reverse the parallax speeds (make the distant things move faster) it gives the sensation that you are moving along the surface of a cylinder, if you manage to adjust the speeds well and create a level of vertical ascent that is repeated horizontally, you can create a brutal immersive effect (and a very cool level too!!)
Shovel Knight also uses this very well and it really does give the backgrounds so much more depth
Imma be honest, i didn't even notice until you pointed it out
same, but then when i looked back, i understood
It's really one of those details that until it's done badly you never notice.
I thought the first background was good, but those paralaxed ones are phenomenal, cant wait for the game!
Thank you so much! :D
I love these videos. I'm not a game dev, but as a composer who doesn't have much hands on experience with games yet, I feel like I'm learning some good stuff about games. Thanks for the awesome videos!
Don't forget you can do this to the foreground too, just be careful not to make it too cluttered.
Clutter it up to no end!
Foreground parallax is not very reasonable for most games. Only in very specific places.
The problem you will quickly run into is that if you have some vertical movement going on, you will run into extreme issues.
@@hiiambarney4489 it is a lot harder to use than background for sure, but I have seen it done to good effect. I often see it near screen transitions and caves, where the camera is locked in some way, and the foreground elements can give that claustrophobic feeling without actually getting in your way.
@@hiiambarney4489 depends on how it
technically implemented
This reminds me of how one of Mega Man X2's selling points was that, thanks to the CX4 chip in its cartridge, it was able to have parallax effects in its backrounds without melting the SNES CPU in the process, in addition to other graphical effects like transparency.
This game definitely looks like it’ll be really fun to play when it comes out! I can’t wait!
This is a certified parallax moment
Thank you for fulfilling my request on covering this topic! This was one of the first things I learned during game dev that amazed me on the creative solutions game developers have crafted. Look forward to more content!
Thanks for the request, and glad I could help! :D
I love this effect SOOO much!
I really appreciate your videos, they are so useful. I'll definitely be grabbing your game when it comes out, and I hope one day I'll have a game to show off to you
Keep making these videos, they are very useful
I appreciate the quick explanations and good examples so much
I always wondered how that effect was made! Love all your videos
I've seen parallaxing in game settings but never actually knew what it meant lol. Now I know.
As an aside, you can also parallax into the foreground as well by upping an object's movement speed.
Parallaxing is so fun! I enjoy seeing it in video games! Nice video here!
oh wow the way my brain actually made the mountains feel bigger or smaller for those last two examples... i love it
Parallex effect is the goat for BGs.
I've seen this effect with Ori, HK, and Terraria, and you're right. It does immerse me so much more.
Now I have an idea for a freaky effect they can be used in a place that's meant to make no sense. Inverse parallax, the background moves faster
Me who already knew this even though i've never made a game before
I remember figuring this out in the JJ2 map editor.
I love parallaxes. Those backgrounds look great!
I kinda like how the fast prallax looks on the mountains, kinda gives the impression that you're right in the middle of a mountain range rather than the mountains being just a background thing
The one with the mountains moving faster genuinely gave me mountain jumpscare.
The mountain illision is wild, they dont change visually at all but there’s a instant switch from them being towering mountains to them being small cardboard cutouts a few feet away
when i saw how the mountains didnt had parallax, and you said it looked '2d', I already knew what this was all about, gj op!!
Bro!!!
Her hair looks awesome !
That wall grab looks…
… awesome!!
hey man im just a programming student going into my 2nd year and i was playing around with unity after i took some extra lessons on c#. i just mimicked flappy bird to learn how to use it but after i started to add my ideas for more practice and your shorts really gave me some ideas and created fun problem solving situations for me, specifically this one and your pitch randomizing short. just wanted to ty ❤. for now its early for me but i do hope to find myself much deeper in game development
Ah yeah, I see that plenty within the classic sonic games, the paralex effect that can truly bring a location to life if you want it to.
Oh, i just watched a video where someone was making a map thingy for hollow knight where is showed EVERYTHING and its was super hard because of the parallax scrolling
Even though the faster parallax was there to make the mountains seem closer, to me they still seemed distant but with a slightly more retro charm to'em
I've always loved this effect but I never knew what it was called
Awesome video
The one trick I knew about before he said it, i finally got one
Finally I understand what paralaxing is!
I love paralaxing in video games. I sometimes just run back and forth watching it move behind my character.
Always one of my all time favorite techniques!
I dig the weird spiky spine platforms but gotta admit, at first they look like they'd be hazardous to the player to land on! 😅
The mountains should be moving significantly slower by alot. Should almost be a static image that doesnt move. Otherwise, those are just building sized jagged rocks.
as a geometry dash creator, parallax is like a cheat code to making things look really cool
>asks question about parallaxing on previous video
>gets answer to question and more in this video
Good content, love the work ❤
As a gamester I can confirm.
Rain world took this to the extreme and has 30 to 40 background images per screen to give the background 3D depth
Oh wow, that sounds awesome - I'll have to go take a look at their backgrounds for inspiration!
as a scratch user, the word "paralax" frightened me
You can also make the background go in the same direction as the player, and it will look like the character is running in circles
I'm just really excited to play this game.
This game looks sick
Don't forget the final level of this: if you have something really big and far away it needs to be stationary. Like the moon.
Wow, I've seen that difference in the end. For a moment it looked like you changed size of mountains
What really messes with my brain is when I'm a passenger and have the time (and space) to view off into the way distance, because there's a point where I swear it looks like the distant objects are moving FORWARD with me.
There were some amazing hacks in the NES for creating parallax, despite only having one background layer.
Another one I know! Score :D
This feels like a minigame now, I'm hooked
What would still make sense is if the closest bg layer didn't parallax at all, due to being, well... the walls right behind the player and thus, part of the immediate environment (alongside the terrain, plus bushes, rocks, or other barely foreground objects attached to it.)
Could make two immediate background environments though. One that's stationary and one that's sliightly further back, in case you want to do anything special with either...
Some 2D games actualy making in 3D for catching this affect.
I was talking to a coworker about learning coding, and I told him my goal was to make a simple platformer in similar vein to this, my reasoning "…because I have a lot of examples to pull inspiration from, it’s straightforward, I don’t have to do anything in 3D (remembers parallaxing)… sort of."
you can also make things seem bizarre or wrong by making the background speed with each layer instead of slowing down
If you're a gamedev keep in mind that doing this can potentially hurt the verticality of the level since going too high or too low would just make the horizon disappear, it's why it's better to make your parallax background a repeating pattern if possible (the YT short provides a good example of this)
You can see this perfectly at work in hollow knight
Webtoo is like the crack House of weird stories
did that once in the gd editor. it works wonders!
Sonic games on the Genesis take this seriously, as we can see in zones like Green Hill, Emerald Hill, Death Egg Zone, The intro and ending of Sonic 3 & Knuckles, and even many parts of Sonic CD.
I love this. Sorry I'm a bit late, but quick suggestion: You did apply parallaxing to the background, but still in the mountains case, you just ran over like 3 mountains in 5 seconds. I like to be not afraid of how slow the background moves. The mountains in your case seem like big, sharp spikes rather than gigantic mountains.
Something to keep in mind is that with the way perspective works, if an observer follows a subject without rotation, moving as fast as the subject, the subject will only appear to pass an object when it’s moved the actual length of the object.
Obviously you don’t need perfect realism in your game’s perspective, but if you want pseudo-realism then often times it’s better to keep a large object like a mountain completely static, or maybe move it a tiny amount like 1% of what the character does.
You can also combine parallax with vanishing point to make a visible body of water you can jump into like they do in Sonic the hedgehog
I always wondered how they did that in Hydrocity.
I just took interest in game dev and only have a 32gb rom 2gb ram mobile phone with zero experience in coding or even art. I don't understand your videos but I kinda get them. I hope I make progress lol
Making a game on phone will be a giant challenge, but I wish you best of luck with that
Would be fun to have the background move faster sometimes
HECK YEAH PARALAX
Hey man, love your videos! Could you do one for physics frames? I (and many others) would appreciate it deeply.
I can give it a try - anything in particular you want to know about physics frames, like any detail you're struggling with? :D
@@InboundShovel Nothing in particular, a general overview would be much appreciated (difference between _process and _physics_process, etc.)
And if you do the opposite and make the deeper layers move faster than the closer layers, you can make it look like you're spinning/rotating.
If you use a 3D camera you can just physically move the sprites back and forth to recreat parallax scrolling. But only of course if the engine supports it!
parallax
edit: fucking called it
I would try it if my ancient ass game engine didn't lag so much when using parallax
"It feels flat and two-dimensional"
Almost as if this it's 2D sprites in an environment that doesn't even pretend to be real.
NES games does not have multiple layers which is why games like Kirby’s Adventure felt like the background is a painting. Often times games use interrupts on the rendering process and shift the layer. Problem is you cannot have “foreground” objects else they will move with the “background”. One trick is by shifting the graphic tiles depending on the scrolling position, like battletoads. See parallax scrolling on the nes by retro game mechanics explained.
This was great on the snes
Imagine being a human with functional eyes and not figuring out parallaxing
Thank you!
Funfact. Hollow Knight does a lot of this, but the funny thing is that Hollow Knight is actually in 3d, and all the layers are in 3d space
Yeah! The first video I knew what he was talking about. Woohoo!
As a hollow knight fan and animator for fun, I can confirm.
Or: you reveal later that your chara walked the whole time infront of a huge painting of some mountains
I had a feeling this was about parallaxing, though i do think the first version looked fine (though for sure worse)
I want to see how it looks like when the bg moves faster than the character
So that's what it's called. So cool
And if you use a 3D capable engine, you can essentially fake parallax by actually just pushing layers backwards on the Z-axis.
Using 3D to fake faking 3D.
I think Rain World uses this technique. Regardless, it looks beautiful
::3D has entered the chat::
basic, but now, if you want to make a frontground, make it move faster than the camera, except, is is very easy to screw this up, try to create a scaling frontground, for example, make decoration in front of the actual playable terrain, try not to cover anything behind, rather make it outside the playable terrain, then scale it to make it look bigger, in other words "closer" to the camera, then give it a negative movement speed in relation with the camera, the ratios of movement/scalling is hard to match, but its possible, it something like "scale: 2.0 = speed: -0.5"
This is so cool.
I got an idea of a dimension where background moves *faster* then camera
And make it glitchy or chaos kinda thing
Dead cells cook with this