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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

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@sp8cebit If Godot Engine isn't a good option for you (some of the examples are outdated and it might otherwise be a little rough around the edges to figure out with how the documentation is set up or whatever), you could try LÖVE instead

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.

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