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Topic: Parallax scrolling


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In the News (Wed 23 Dec 09)

  
 Parallax scrolling - Wikipedia, the free encyclopedia
Parallax scrolling is a special scrolling technique in computer graphics.
Parallax scrolling was first used in the 1982 arcade game Moon Patrol.
Scrolling displays built up of individual tiles can be made to 'float' over a repeating background layer by animating the individual tiles' bitmaps in order to portray the parallax effect.
en.wikipedia.org /wiki/Parallax_scrolling   (738 words)

  
 Scrolling Techniques - Games++
You perform the infinite scrolling in exactly the same way as before, with two minor additions: after changing the offset register, you copy the row just scrolled on to the row just scrolled off.
When you scroll horizontally, you have to draw the edge that's coming in to the screen to BOTH pages (that means you'll be drawing the incoming edge twice, once for each page).
When you scroll, you offset the map furthest away by the smallest value and the map closest to you by the largest value.
www.gamespp.com /graphicsprogramming/scrollingTechniques.html   (1223 words)

  
 [No title]
Horizontal scrolling is essentially the same as vertical scrolling, all you do is increment or decrement the VGA offset register by 1 instead of 80 as with vertical scrolling.
To do both horizontal and vertical scrolling, all you have to do is combine the two methods with a few little extras (it's always the way isn't it).
Parallax scrolling is when the "world" appears to have different levels of perspective.
members.tripod.com /~qb4lamerz/files/3scroll.htm   (1539 words)

  
 Nintendo DS Development Tutorial :: Day 7 :: BGs 2
Usually, the backgrounds farther away scroll at a slower speed than those that are closest to the user.
In this case, the sky (BG3) doesn't scroll at all; the mountain (BG2) scrolls slowly; and the grass (BG1) scrolls quickly.
This is used to initialize parallax scrolling and choose the speeds for each background.
www.aaronrogers.com /nintendods/PA_Lib/Day7_BGs_2   (771 words)

  
 Director Online Article: Isometric Views in Director: Theory and Game Application
Overlapping, scaling, and parallax scrolling are tools most often used to illustrate depth.
Parallax scrolling basically means that something behind and in front of the object of focus is being scrolled in parallel with the object of focus.
Parallax scrolling does a nice job of illustrating the depth comparison.
director-online.com /buildArticle.php?id=952   (1946 words)

  
 HOWTO - Parallax Scrolling (via CobWeb/3.1 planetlab2.cs.unc.edu)   (Site not responding. Last check: 2007-10-13)
Parallax Scrolling is when a game background has several layers (e.g..
In one sense it is, since parallax scrolling requires active objects, it is quite hungry on memory.
I would generally only use parallax scrolling to create shoot 'em ups, because whilst it does look very pretty it is very difficult to do for other games.
www.btinternet.com.cob-web.org:8888 /~mamre/fapatsa/gfact_howto1.htm   (378 words)

  
 Cafeman's Attempt at 2D Terminology
Often the backgrounds are layered, with each parallax layer scrolling at a slightly slower rate as it gets deeper and deeper into the distance.
The field itself is composed of several layers of parallax, and the distant sea and mountains move the slowest.
In the picture of Streets of Rage 2 here, the fence in the foreground (at the bottom of the screen) is an example of foreground parallax scrolling, and it can actually slightly block the action.
cafeman.www9.50megs.com /2dterms.html   (723 words)

  
 [No title]
These techniques for scrolling may not be the fastest or easiest way to do scrolling, so if you have any better techniques or think you've got a good idea, mail me and I'll check it out.
Now to use this function in a scrolling demo, simply decrease the split (width of the left half) if the right arrow is pressed and increase the split if the left arrow is pressed.
Parallax scrolling is when multiple layers of graphics scrolling at different rates to give the impresion of distance and perspective.
personales.mundivia.es /jap/scroll.htm   (817 words)

  
 The Atari Times - 5200 - Moon Patrol Review
One amazing thing about these graphics is the incredible use of parallax scrolling, you'll be lucky to see any parallax scrolling in a NES or Gameboy Color game yet here it is on a Atari 5200 game.
If you are new to the term parallax scrolling, it is used to make the backgrounds move in 3D.
While the parallax looks cool at first, a closer inspection shows that none of the layers overlap.
www.ataritimes.com /article.php?showarticle=538   (844 words)

  
 OS4Depot hosted at happybiscuit.com - Your one stop for AmigaOS4 files
Parallax Scrolling IV - Overdraw Elimination + ---------------------------------------------- This is the fourth of the SDL scrolling examples, and uses an improved version of the recursive overdraw eliminating algorithm from Parallax Scrolling III.
Just as Parallax Scrolling III, this version renders the screen from front to back, adjusting the target surface clip rectangle to keep the "underlying" graphics from covering the areas already rendered.
The "run detector" treats 2 and 3 the same, so there are effectively only two kinds of runs; opaque runs (that terminate recursion), and partially transparent runs (containing both empty and partially transparent tiles), which requires a recursive call to the underlying layer(s) before being rendered.
os4depot.net /index.php?function=showfile&file=demo/misc/parallax4.lha   (349 words)

  
 2Dgame-tutorial.com | Parallax-layers   (Site not responding. Last check: 2007-10-13)
If we scroll the background-layers at a slower speed than the foreground-layers, we have the so called "parallax- effect".
Each layer scrolls the half of the difference in the dimensions with those of the SuperLayer.
This method scrolls the layer the given amount of change in horizontal position of the SuperLayer.
www.2dgame-tutorial.com /Tutorial_4.htm   (3178 words)

  
 Parallax Scrolling -- I've got it! - iDevGames - Community Forum
One thing I did notice is that in my current example project, the Foreground scrolling rate isn't equal to 1, it's actually equal to 1.3 which is kind of odd.
From what I know, the word parallax came from astronomers who use the parallax of stars in order to determine their distance from earth.
Thus, parallax would mean something around the lines of "beyond the wide", which is quite appropriate for something used to measure stars.
www.idevgames.com /forum/showthread.php?p=8311   (453 words)

  
 Products : Torque : TGB : Features : Pixelblast :. GarageGames   (Site not responding. Last check: 2007-10-13)
Parallax scrolling is defined as different planes of graphics and/or animation which scroll at different rates depending on their perceived relation to the viewer and camera, creating an illusion of depth.
This is easily achieved in TGB by defining multiple scrolling backgrounds, which you can then sort and assign to different rendering layers with different scrolling speeds.
The effect is a simulation of a 3D scrolling environment.
www.garagegames.com /products/torque/tgb/features/pixelblast   (771 words)

  
 Macross: Scrambled Valkyrie Review
Parallax scrolling was probably a big hit with the team because this time they decided to use about, oh, 20 layers of parallax for one of the levels.
"Look at the repeating and freaky scrolling of the clouds, dad"- a child might say if he lived on this planet, or maybe he would just go to the shops, buy this game, and return with a molotov cocktail and demand he get his money back.
Which is odd, because the parallax backgrounds all zip past at light speed, and even stranger is the fact that (on some levels) the layer that's furthest away is the fastest moving one.
homepage.mac.com /thansson/reviews/MacrossSNES/MacrossSNES.htm   (950 words)

  
 The Daily Click   (Site not responding. Last check: 2007-10-13)
Parallax scrolling is a little hard to describe, but games like Sonic The Hedgehog and Super Mario use it.
If you have a large play area, the parallax effect will cause the game to "pause" for a split second when the direction of scrolling changes.
Yes, it is possible to a moving animated one, like the original parallax scrolling.
www.create-games.com /article.asp?id=1255   (2787 words)

  
 I need help! - 1st parallax attempt - AtariAge Forums
I guess combining hardware scrolling and software for the rear parallax layer would get you a better effect than say Hawkmoon, which keeps the backdrop still - or you could flip the charsets to keep the backdrop still whilst the hardware scrolled the foreground - we did that in Plastron for the big tank...
i just use $d404 for softscroll and to avoid that the human eye sees that the background is scrolling too i switch through the 4 fonts which contain the background shifted to the right (font1 0 pixel shift, font2 1 pixel, font3 2 pixel, font4 3 pixel).
you have to have in mind that the background is not independent from the scrolling of the foreground...
www.atariage.com /forums/index.php?showtopic=18341   (1476 words)

  
 [No title]
Relative scroll rate: This is the relative speed at which a parallax background will scroll compared with the level's foreground.
It would be used for elevator scenes in which there would be a background that scrolls vertically and independently from the foreground.
These coordinates would mark the spot for the player to head for when the level is done--for example, you would be able to make the player's character walk to a door at the end of the level to imply that the next scene takes place behind that door.
home.earthlink.net /~tjnolan/nslvldoc.txt   (5210 words)

  
 SDL Programming Examples
I was looking for old SDL and Project Spitfire stuff when I found it, and decided to wrap it up and release it.
More advanced parallax scrolling demo with a recursive rendering algorithm that eliminates all overdraw, except where blending or colorkeying is required.
Simple SDL demo with three layer parallax scrolling.
olofson.net /examples.html   (326 words)

  
 Parallax - Style Guide   (Site not responding. Last check: 2007-10-13)
Referring to two different background planes that scroll independently.
Term is considered jargon and should be used sparingly.
Example: The parallax scrolling in Super Castlevania IV was unlike anything seen in the game's prequels.
www.igja.org /wiki/index.php?title=Parallax   (43 words)

  
 Ninja Gaiden Trilogy Review
The Super NES is better-equipped to handle parallax scrolling than the NES was!) And the lightning has been removed from Level 3-1 of NG2, which not only causes a change in tone, but also diminishes most of the challenge of that stage.
There are also some areas of this game where you have to fall from a high ledge, then tap the controller to move yourself over a bit to land on a lower ledge.
I also think the designers abused the vertical scrolling a bit - there are many areas where it's necessary to go up a bit, then drop down to defeat enemies who appear below you, then start climbing up again.
www.flyingomelette.com /reviews/snes/ngt.html   (1477 words)

  
 Nintendo DS Development Tutorial :: Day 9 :: BGs & Sprites #3
We will cover parallax scrolling again; this time it will be a vertical scroll (from top to bottom) rather than horizontal, a very commonly used technique in space or jet fighter-type games.
Because when you scroll an image vertically, there is that extra space at the bottom that is normally not used (and pink in color in my examples).
The main difference is that I am using a negative number for the scrolling so that the backgrounds would scroll from top to bottom.
www.aaronrogers.com /nintendods/PA_Lib/Day9_BGs_Sprites_3   (876 words)

  
 Odiesoft Amstrad CPC Demos - R-Type Clone
One such try was the interrupt Parallax scrolling program shown somewhere else on this page, another try was a little more sophisticated, but got lost during a disc crash, so it isn't being shown on my pages...
I soon had to admit that the CPC wasn't capable to create a decent parallax scrolling with a decent screen size.
The scrolling was interrupt controlled, so sometimes when it got stuck for some reasons I wasn't able to discover it suddenly scrolled in fast forward for some steps.
www.odiesoft.de /amstrad/rtype.html   (1176 words)

  
 C#, .Net Framework: F14 XNA Game should use XNA Parallax Engine
The interesting thing is that he uses 3 levels of parallax scrolling.
That is why I would love to see this use the XNA Parallax Engine that I have been working on.
It will then show how flexible my engine is. It should be easy to port, because the Parallax Scrolling would be handled by my engine.
www.kinlan.co.uk /2006/10/f14-xna-game-should-use-xna-parallax.html   (360 words)

  
 TNT Basic Forums - Parallax Scrolling
I'm attempting to create a parallax-scrolling platformer, not dissimilar in concept to the Parallax Example in the downloads section.
Yeah, the point about my example parallax scrolling is that only sprites onscreen must be displayed.
Well, an older computer may have problems with parallax scrolling.
www.tntbasic.com /community/forums/showthread.php?threadid=763   (334 words)

  
 || Artifact Interactive || Building games in Flash 5 : part 2
This example only has one scrolling background but you can improve the look of your game by adding in a second scrolling background.
If you set the scrollSpeed for this background to a slower amount you will get an effect known as parallax scrolling - it gives a nice feeling of depth to the game.
This source file demonstrates parallax scrolling with a stars background: tutorial2_partd.fla
www.artifactinteractive.com.au /dev/tutorial2d.html   (189 words)

  
 SMS Power! - Forums - View topic - [Vertical Space Shooter] Parallax stars?
It shouldn't be hard/cpu intesive to do if you don't need to scroll sideways, you should probably use more then 1 tile for it though.
The obvious problem there is that the "edge" tiles where there is graphics data that represents the 'foreground' will have to be entirely opaque because you can't update enough tiles to do the starfield effect on all the non-blank tiles that should have some 'background' peeking through.
- You can scroll in 8 pixel increments, that is, not use hardware scrolling at all but just push all the "foreground" tiles down one row of tiles at each scroll update and draw in 'background' tiles where the foreground tiles would appear.
www.smspower.org /forums/viewtopic.php?p=33663   (2669 words)

  
 Parallax (disambiguation) - Wikipedia, the free encyclopedia
Parallax is the change of angular position of two stationary points relative to each other as seen by an observer, due to the observer's motion.
The Parallax Man, six issue American independent colour comic book which was originally solicitated for publication by El Capitan Books
Dynamical Parallax, method of measuring the distance to a visual binary star
en.wikipedia.org /wiki/Parallax_(disambiguation)   (163 words)

  
 [F9/AS3] Scrolling engine - ActionScript.org Forums
I've been working on a scrolling engine in Flash 9 with ActionScript 3.
But if you reduce the number of changes on the layer by using supertiles, it will increase the scrolling speed.
Layers that are loaded from a grid have properties that will split the tiles up in supertiles automatically, so if you work with a grid, you don't really have to worry about this except providing a number that indicates how much tiles you want per supertile horizontally, and how much you want vertically.
www.actionscript.org /forums/showthread.php3?p=506512   (707 words)

  
 Mozongoware - Pocket PC Software Reviews
The label says fast-paced, classic-style, space shooter and that is exactly what it is. Drop in a few phrases like ‘vertical scrolling’, ‘end of level guardians’, ‘collectible weapon power-ups’ and you are going to be able to paint a fairly accurate mental image of the game before you even start it up.
There is no interaction with the background and, surprisingly, no sign of any clichéd parallax scrolling.
Gameplay is as deep and meaningful as a vertical scrolling shooter can get, with power-ups that either swap weapons or enhance the power of the current one.
www.pocketpclife.co.uk /featureddetails.asp?article=740   (1288 words)

  
 Moon
There is no longer any major detail or shading in the backgrounds, or on the characters to speak of so it's flat colours all the way.
One amazing thing about these graphics though is the incredible use of parallax scrolling, you'll be lucky to see any parallax scrolling in a
Parallax scrolling is used to make the backgrounds move in 3D just in case you didn't know.
members.tripod.com /ryangenno/sub_pages/MoonPatrol.htm   (678 words)

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