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Defend

2D parallax scrolling explanation needed

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What are the princples behind this? At first I thought it was just a matter of different background tiles scrolling at different speeds that, with some careful layering of your tiles, gave the parallax scrolling effect. But there are cases which seem to be more line by line. NBA Jam's court and Sonic 3's water in Hydrocity, or even the icebergs in Icecap, for example. The icebergs in the background slowly change shaped as they slide past the screen. How do I do this with a tile based engine? [Edited by - Defend on January 18, 2009 1:18:18 PM]

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Here is the wiki for Parallax Scrolling.

http://en.wikipedia.org/wiki/Parallax_scrolling

"By moving layer 2 twice as fast as layer 1, and layer 3 three times as fast as layer 1, a suggestion of perspective is achieved."

I hope this answers your question.

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Nah, sorry, that much I already can do.

My question is how to achieve affects which seem to work down to the pixel level. NBA Jam's floor isn't seriously like 100+ rows of tiles is it?

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