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Hi everyone,
I'm trying to understand parallax scrolling. I downloaded the brilliant Dizzy and the Jewel Thief, which does this very well, and the coding seems very complex. It has been smoothed, and has 4 layers. I'm just looking for a simple example (no smoothing; 2 layers a la Fantastic Dizzy) to get me started. Does anyone know of any other games that use this technique? (Besides Last Hero, which is also too complex for me :cry: ).
By the way, how do people feel about scrolling in general? I disable the Y axis, but even so (possibly due to Dizzy's frame rate, which I may consider altering if I can) it makes me feel just a little sick. I want to persevere though! I think the map can be made smaller with scrolling, as you don't have to worry about the layout of each individual room.
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Hi Andy, when you say 2 layers, you mean just Dizzy's layer and a sky background? You can find that in Pirate's Life Dizzy and it's very easy to do.
If you want to add more layers without the smooth scrolling, I can tell you how to do that - it's not that hard if the scrolling is only horizontal.
I don't understand how the smooth scrolling works either - Dr Titus posted an edited version of Jewel Thief here:
https://www.yolkfolk.com/bb/showthread.php?2501-Dizzy-and-the-Jewel-Thief-v1-2-DOWNLOADABLE&p=28038&viewfull=1#post28038
The version you've got is that one with a few tweaks by me. If you want to see what the game looks like without the smooth scrolling, go into the game options and set the scrolling to stiff. The jerkiness is because Dizzy always moves horizontally in multiples of 4 pixels. There's no easy way round that - Dr Titus' technique is very complicated and my best effort, in Don't Panic Dizzy involved completely changing the player movement file so that Dizzy moves in multiples of 2 pixels - I don't recommend you try that. Even if you looked through my code, I had to make modifications all over the game code - I can't remember where they all were.
I'll have a look and see if I've still got an old 1.0 copy of Jewel Thief if that helps.