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sp8cebit @sp8cebit

Hey mastodon!

Is there an easy-for-beginners game engine that I could use to handle parallax animation for me? Counting frame-by-frame pixel shifts on a large scale is unsustainable.

I’m not trying to make an actual game at this time (if that matters) just experiment with multi-plane animation.

@sp8cebit Godot has some builtin parallaxing functions. I haven't worked with it but you - might - be able to set up something useful by poking at it for an hour docs.godotengine.org/en/stable

@sp8cebit most engines that are built for 3d can probably do this easily, just use several transparent images (one for each parallax plane) and a perspective camera locked to one axis

it might get a little more complicated if you want the parallax to work on the pixel grid, though

@sp8cebit If Godot Engine isn't a good option for you (some of the examples are outdated and it might otherwise be a little rough around the edges to figure out with how the documentation is set up or whatever), you could try LÖVE instead love2d.org/

But that will require at least figuring out how to edit a minimal Lua script to suit your needs. ^^;;

@sp8cebit perhaps? Or perhaps using multiple layers and animating them separate (if you aren't doing that already)

@sp8cebit Well, the solutions I'd have provided have already been posted but I'd also have suggested haxeflixel as they have a bundled offset scale intended for quick parallax settings.

@sp8cebit well you just have to blit layer sprites back to front, moving them with different speeds. I don't think you have to be precise with a specific Z-axis and 3D mapping, just adjust offsets by a given scale (ie if the player moves X pixels, sprite 1 moves 0.8X , ...). The more in the back, the less it moves.

Thanks for all the info! I’ve got a lot to look into now.