Hi guys, and yes I've read the ultimate background system object tutorial before (very helpful!)
The thing is, I've not used MMF2's layers at all yet and I've heard that this is the best way to make some cool parallax scrolling effects. Any idea on where I'd learn more about doing it this way? Or if it's the best way in MMF2?
Thanks!
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I found thats it's actually easier to use active picture object for parallax in Lil' pirate. Although the only reason i chose that was to load objects from a file.
I don't think using MMF2 layers specifically for parallax is the best idea. Active picture objects are more versatile and easier to organise.
Originally Posted by AndyUK Active picture objects are faster than layers.
Layers are a hell of a lot more flexible then the extremely slight performance drop might make them seem worth. Animations, multiple objects on multiple layers. It's all just a lot cleaner to work with, and make the process of designing the game, far more efficient.
It seems to really depend on...something. I have projects using many layers without slowdown, others (Fishhead 4) are running crap since I added layers.
Ah, thanks Adam I didn't see that article before. I'm curious though, since I've never created any new layers for my game would that mean that everything would be considered background stuff if I made a second layer to one of the frames? I'll go and test this out myself right now.
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"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Have you used Photoshop? basically you can drag and drop layers in a layers window (I believe the shortcut to make this appear is ctrl and k) the layers go in order, so any objects whether it be backdrop or active etc will be in the layer you put them in and remain there. So you can put actives under backdrop images and all that jazz. You can also move objects through layers during runtime with a bit of simple programming.