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(+2)

Oooh, interesting! Since it's all done in-engine using one asset, that's fine!

We've had long-corridor style things before, and there's nothing saying you can't pan up/down as well.

hey ! i was looking around to see if this question had been asked/answered hehe, but im a bit confused by the answer, since there is a rule stating:

[you may not] use an image which is created in such a way that focusing on segments effectively changes scenes

does that rule not count for panning in-engine? or is it about how much the "scene" changes between each pan (e.g. you can do panning with a panorama if its in the same room, but you cant make an image that you pan between where its fully different rooms/places?) just wanna make sure i understand before i start working on my bg hehe

(+1)

Panning in-engine is fine! 

It is within the rules to:

  • use zooming, panning and cutting around a larger image

In this case around a room is fine, moving through different rooms isn't, yeah.  I'd define it as "a single coherent space" when fully zoomed out. I hope that clarifies! ;a;

(1 edit)

Heya, me again! Been rereading the rules and just wanted to double-check something related to this.

My game's set in a corridor, and currently the introduction lets them "walk" down it by clicking on an end of the hallway. This then causes the camera to flip 180 degrees, making it seem like they've moved to a new location when they really haven't. Here's the (WIP) asset, and how I'm currently using it.

They're still able to rotate the camera at any time, so the entirety of the asset is always in use. (Except for the ceiling/floor, which is only at relevant points). Is this acceptable, or does this count as changing scenes? (No big deal if that is the case, it's not vital to the story.)

(+1)

That's how I understood it to be in the original message!

it still reads as a singular location using one asset, so I think it's fine! ><

Whew, okay! Thought so, but thanks for the clarification regardless. 👍