We've done a Tiled Background mesh deformation as a scrolling perspective effect already, but this time we we will use it more like a mask... without the mask. Basically we can do the scrolling and make the mesh into a transformable polygon.
You should also try to make sure its bigger than the poly you want to make.
While the mesh shouldn't be too complex you should try to add a few subdivisions to make it less boxy looking.
Do the opposite for the tail, and bring the center points over to the left.
The events:
+ System: On start of layout
-> Sprite2: Set Orbit target to (TiledBackground.X, TiledBackground.Y)
-> Audio: Play music_fx_sad_moody_traditional_roy_orbison_music_gui.webm looping at volume 0 dB (stereo pan 0, tag "")
-> Text: Tween "zin" property Z Elevation to 0 in 0.25 seconds (Out Exponential, destroy: No, loop: No, ping pong: No, repeat count: 1)
-> System: Wait 0.10 seconds
-> Text: Tween "ain" property Angle to -16 in 0.35 seconds (Out Sinusoidal, destroy: No, loop: No, ping pong: Yes, repeat count: 1)
Make sure the Tiled background has its image point set to the center.
+ System: Every tick
-> TiledBackground: Set image X offset to TiledBackground.ImageOffsetX-(32×dt)%256
-> TiledBackground: Set image Y offset to TiledBackground.ImageOffsetY+(15×dt)%256
We're setting both the x and y image offset. Slightly different to simulate clouds.
+ Text: On Tween "ain" finished
-> Text2: Tween "" property Y to 422 in 2 seconds (Out Elastic, destroy: No, loop: No, ping pong: No, repeat count: 1)
-> System: Wait 2 seconds
-> TiledBackground: Tween "" property Angle to 16 in 1 seconds (Out Bounce, destroy: No, loop: No, ping pong: No, repeat count: 1)
Chain the tween to make the Tiled bg change its angle.
I keep hoping they will add some real matrix transforms. Angle, shear, 3d all would be welcome.
I keep hoping they will add some real matrix transforms. Angle, shear, 3d all would be welcome.
Find the source here
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