the Space Parallax update
Created by: DeityLink
Revealing parallax yesterday gave me some very good feedback, notably, that everyone has their own interpretation of what makes a "good" parallax. Therefore, I've spent a few hours setting things up to crank up the customization up to eleven! Players now have 3 new preference Settings that they can change anytime:
- Enable/Disable space parallax
- Enable/Disable spacedust (which has been highly tweaked from the feedback I've had)
- Set parallax speed (0 to 5, default being 2)
Admins also have a button to change the color of parallaxed space. I'll revamp the way space looks during Nar-Sie/Supermatter Cascade later on.
Here's a few previews of how parallax looks with different settings:
- Disabled: https://dl.dropboxusercontent.com/u/33846352/parallax/dreamseeker%202016-05-17%2001-42-23-30.webm
- Normal Parallax (speed=2, with dust): https://dl.dropboxusercontent.com/u/33846352/parallax/dreamseeker%202016-05-17%2001-42-39-51.webm
- Dust-less Parallax (speed=2, no dust): https://dl.dropboxusercontent.com/u/33846352/parallax/dreamseeker%202016-05-17%2001-42-56-16.webm
- Static Parallax (speed=0, no dust): https://dl.dropboxusercontent.com/u/33846352/parallax/dreamseeker%202016-05-17%2001-43-08-05.webm
- Fast Parallax (speed=4, with dust): https://dl.dropboxusercontent.com/u/33846352/parallax/dreamseeker%202016-05-17%2002-09-06-93.webm
- Ultra-Slow Parallax (speed=0.2, with dust): https://dl.dropboxusercontent.com/u/33846352/parallax/dreamseeker%202016-05-17%2002-36-38-84.webm
And here's me trying various space colors: https://dl.dropboxusercontent.com/u/33846352/parallax/dreamseeker%202016-05-17%2001-45-07-29.webm
Special thanks to @monster860 who helped me get it working. This code was heavily inspired by his ParadiseSS13/Paradise#4085 . Although unlike Paradise's parallax:
- stars aren't blended onto the layers, so they keep their twinkling animation
- the position of the layers is dependent of the players' movements instead of their position, thus there are no "jumps" when you drift from a Z level to the next
- the layers cycle when you keep moving in the same direction.
- it's multi-layered.
- you won't see the edges unless you expand your client.view beyond 22
Also thanks to @dylanstrategie for giving a go at porting it, and bringing it to my attention.