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Updated layers (markdown)
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@ -43,11 +43,11 @@ Be warned that parallax layers are a bit fiddly to work with in the editor at fi
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**Third lesson**: When you place tiles on parallax layers keep in mind that they move slower than the camera. This means that, during regular gameplay, they can appear in places where they look disconnected from the background or out-of-place. This is actually the hardest part of making nice parallax backgrounds. You need to use the layers efficiently in such a way that the closer parallax layers move faster than the further away ones, and use this to cover up tiles from back to front.
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The only way to make sure that everything looks good is to set the camera the minimum and maximum expected zoom level in that map area and swim around. If everything looks good you're done!
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The only way to make sure that everything looks good is to set the camera the minimum and maximum expected zoom level each in that map area and swim around. If everything looks good you're done!
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It helps to adjust the design of your maps to accommodate for this. The player can't move the camera very far in small areas. So keeping parallax areas small makes things a lot easier.
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Having a wide-screen resolution also helps. 4:3 or 5:4 resolutions are not a problem, but the wider the screen gets the harder it is to keep parallax tiles under control. You'll have to decide for yourself if a resolution this wide is still realistic or if Full HD is enough:
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Having a wide-screen resolution also helps. 4:3 or 5:4 resolutions are not a problem to arrange backgrounds for, but the wider the screen gets the harder it is to keep parallax tiles under control. What matters in the end is that it looks good on the end-user's side. You'll have to decide for yourself which aspect ratio you're going to support; ie. if a resolution this wide is still realistic or if Full HD is enough:
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![Super-wide resolution screenshot](http://fg.wzff.de/pub/aquaria/wikidata/superwide.jpg)
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@ -70,5 +70,5 @@ Rules of thumb:
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As on every layer, the order of things drawn on the dark layer is important: If you have a black graphic covering a large area and a small white graphic is drawn _afterwards_ (ie. is on top) then you will have a small hole (visible area) in a sea of blackness.
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If the black graphic was drawn first it would be drawn over the white one and thus everything would be black. Therefore don't forget to move things that are meant to add some sort of light to the front, and things that add darkness to the back. The same applies for adding things on the dark layer via scripting.
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If the white graphic was drawn first it would be overdrawn by the black one and thus everything would be black. Therefore don't forget to move things that are meant to add some sort of light to the front, and things that add darkness to the back. The same applies for adding things on the dark layer via scripting.
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