Enjoy this Progress Report by your very own Mr. Dink (@markdibarry on GitHub) detailing his first major contribution to the engine - complete with art and videos!
Making pretty 2D games just became easier, thanks to the new Parallax2D node
I have my 2D Parallax working good, ported all the way back from 3.5 to 4.3dev … it works fine and havent really had problems with it. It does wierd things when zooming but at strict pixel art resolution that doesnt happen in my projects.
So because it’s already fine I’m a little hesitant to run the converter but I will try it soon.
Cool update. I like the transition to the new node instead of a hard cut.
Currently hijacking the current implementation for use in 3D for my game, so it’s nice to know that I can take my time with upgrading the implementation when I switch over to 4.3.
It’s also really nice to learn more about how things work under the hood. Usually only learn that when I need to implement something weird, so being educated about it in a low-stakes, enjoyable, and well-written way is much appreciated.
I’m new to Godot and I have a question about the features of Parallax2D. Does it support animated parallax layers? I’m imagining where the background is dynamic even when the player isn’t moving (something like an animated GIF). For example, neon lights that flicker on and off, or a sky background with intermittent lightning.
It is available to use right now in 4.3. In 4.4 we will be removing the experimental flag but no changes to the API have been needed, only a few bug fixes, so it’s safe to use.