#parallax map
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Bandits Camp - By Lycanimus
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#fantroll#fanventure#homestuck#hiveswap#fan comic#stellar parallax#i have a bullshit map overlaid on the 'canon' one#might post it to the lore blog#but it makes me feel like bootleg tolkein#and people will make fun of me if i'm 'wrong'#because this is a serious fandom and a serious hobby
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New Parallax Church map vs original base-tile version! (Still to be tweaked some I'm sure but look at that difference!
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I'm starting to do the rework on my Potion Panic! game and although it's a fairly short game that should take you at most 2 hours maybe..., I want to get this game out there in a way. It already is, but I'm re doing it to fix some things and new engine.
I'm wondering if anyone would like to see parallax mapping in the new finished version or not? One it makes the game stand out more, have more depth and all. Gives the game a bit more life with like ray tracing but not really.
Anyways, I would like to do this, but It will take me longer to design each new map. I have about 16 maps and about 6 cut scene maps.
Would you like to see the parallax mapping in the finished game, or just have me focus on the finish the game and release the mapping as a update/DLC?
#poll#15gay#safejoy#parallax mapping#rpg#gaming#game dev#question#god rays#ray tracing#game design#PP!
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The Parallax View Alan J. Pakula. 1974
Dam Gorge Dam, Rockport, Washington 98283, USA See in map
See in imdb
#alan j. pakula#the parallax view#warren beatty#dam#rockport#gorge dam#washington#united states#movie#cinema#film#location#google maps#street view#1974
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still making this map, whoot!
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Forcing myself to do the tutorials before I start making assets...
RPGmaker generated Mio lives....
#I wanna draw assets so bad!!!#I wanna PARALLAX MAP!!!#ragna RPGmaking#Using 100% of my brain to keep up....#I watched ahead to see parallax mapping and and... so complex... but lighting
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Development Update #1:
Sorry for this late post, but today I’ve done some more sketching on the town square of Grogsbrum— the setting for the game and it’s story. It acts as a semi-hub area for the party to rest at and talk to the people of the town. I’ve started college recently so updates will be slow, but I’ll show my progress whenever possible!
#Ive been meaning to learn parallax mapping so Ive been learning through how other people create their maps for their games :]#its very interesting stuff!#soup quest rpg#art#sketch#development progress#game development#pixel art
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I just got finished with parallax mapping a new area for my interactive-fever-dream adventure game.
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trying to figure out rpgmaker is beating my fucking ass and i haven't even started making what i want to make
#like i want to figure out how to use a picture as a map for a room#and like i undertstand logically that i'm supposed to use like#the parallax folder and stuff#but like then my characters literally won't move#like they're just stuck in place#so idk how to fix that#i just need to get the courage to actually ask people for help lol#but like arghhhhh#anyway#i have ideas in my brain i hope i can make at least one small game this year#zzz
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Aurora Cave - By Lycanimus
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New original character!
Valeria Anyedimi is a philosopher princess from a land ruled by philosopher-kings. She is mastering the art of cartokinesis, an art that suggests that how we plot maps have an effect on the behavior of constellations and planets. Using her talents, she can move the grids of the map of the world to align her position under a certain constellation or planet and harness its energy. I was inspired by the concept of celestial parallax.
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With effects:
Without effects:
VS using just base tiles in engine:
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The real essential features of an authentic Super Nintendo retroclone:
Title screen whose art style looks nothing like the rest of the game
Menu goes "bwoop"
Only ever hearing the first seventeen seconds of the best song on the soundtrack because it inexplicably plays exclusively in one particular transitional area where nothing ever happens
That one specific electric guitar sample
Doing stupid tricks with multi-plane parallax; bonus points if it involves a sunset
Default controller mapping assigns something odd to the shoulder buttons because the developers were still figuring out what to do with them
The player character walks behind a semi-transparent object
Important mechanics and/or critical plot information documented only in the game's attract mode, which it has in spite of not being an arcade port
Mutiplayer support in incongruous places
Mode 7 map screen
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ask from over on cohost that i wanted to crosspost over here!!
hi!!! i'm assuuuuming you're talking about the effect in this one?
i'm using something called parallax mapping!! i know most people know what parallax is and how it works in the realworld but im just gonna demonstrate it real quick just so i dont have to keep going "ok now imagine how parallax works"
so imagine you have two windows. in the middle of the window on the left, there is an Orb. it is directly in the middle of the window. the window on the right also has an Orb, but this one is pushed backwards outside the window quite a bit. now if you look at the two windows, and turn them, you get this:
for the first window, the Orb stays basically in the center of the window. but in the second window, if you turn the window right, the Orb "looks like" it's moving left
parallax mapping is essentially taking this assumption, that if you change the angle you are looking at an object, the further away an object is, the more it will move in the opposite direction. i will spare you on the matrix math involved but you can get the exact relation you need by getting the Tangent Space View Direction. you dont need to understand the math behind this to use it
so, lets go back to the window example, how would you make the same effect, but with just this 2d texture of the Orb?
what if, whenever the object it was attached to turned right, you just moved the texture to the left, by X amount, where X is how far into the window the orb is. you would essentially be cheating god and "faking" the parallax. it would look like it's moving like it's far out of the window, but really, it's still a 2d texture. it would look like this:
i was too lazy to make the shader and record another gif but i dont need to because functionally it would look almost identical because when you turn it right the Orb moves left
again, you can just Know the right direction to push the texture in based on the current angle by getting the Tangent Space View Direction. ok another example. what if you had a black and white noise texture, like this
now what would happen if, instead of moving the whole texture X amount. you moved each pixel a proportional amount based on how bright it is. a 100% black pixel would not get moved at all, and a 100% white pixel would get moved the furthest along the Tangent Space View Direction. a pixel thats right down the middle would move half that distance etc etc. well it would look something like this!!!
thaaat's the basics behind it!!! it's also used for effects like faking room interiors through windows with just a 2d texture in biig cityskapes and the like
you can see how the cube example looks kind of like an ice cube with the distortion, that's Not intentional and how parallax mapping artifacts. i do not care about it, because i make crystals. but some people do care about it, so you can use parallax occlusion mapping, which is like parallax mapping but a step up
here's some more reads on it if you are interested!!! https://simonschreibt.de/gat/windows-ac-row-ininite/ https://www.patreon.com/posts/playing-with-29753575 https://catlikecoding.com/unity/tutorials/rendering/part-20/ https://halisavakis.com/my-take-on-shaders-parallax-effect-part-i/
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Sitting in an unfamiliar place, waiting for a person I do not know. How long must I wait? When will my true journey start?
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