Smooth foreground/background scaling (a la Downhill Supreme)
Posted: Thu Jan 30, 2014 5:56 am
How did you create the smooth, dynamic scaling of both the foreground and background layers in Downhill Supreme?
I've already tried to do something similar with a project of my own by setting the scale of the each layer equal to the speed of a given body times a constant, but this has produced a really jittery result (i.e. the frame, which should be following the body, jumps around with every step). How did you achieve the effect of zooming in and out on both the foreground and background so smoothly in Downhill Supreme and how can I go about doing the same in my game?
P.S. - Also, I'm wondering (I can't really tell) if Downhill Supreme makes use of an effect that simulates a "slow camera" that appears to smoothly catch up to the position of the bike, but isn't constantly fixed perfectly on it. If so, how did you achieve this? I feel like the logic behind this sort of smooth movement might be related to my original question...
I've already tried to do something similar with a project of my own by setting the scale of the each layer equal to the speed of a given body times a constant, but this has produced a really jittery result (i.e. the frame, which should be following the body, jumps around with every step). How did you achieve the effect of zooming in and out on both the foreground and background so smoothly in Downhill Supreme and how can I go about doing the same in my game?
P.S. - Also, I'm wondering (I can't really tell) if Downhill Supreme makes use of an effect that simulates a "slow camera" that appears to smoothly catch up to the position of the bike, but isn't constantly fixed perfectly on it. If so, how did you achieve this? I feel like the logic behind this sort of smooth movement might be related to my original question...