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prh99

Member Since 22 Nov 2000
Offline Last Active Nov 15 2014 08:13 AM

Posts I've Made

In Topic: Circular buffer usage

29 June 2013 - 09:39 PM

I know they are used in LZMA and LZSS compression as way to create a sliding window for the algorithm and in various aspects of digital signal processing.


In Topic: Custom File Editing, Hex, Binary, Text

22 November 2012 - 03:40 PM

At very least I would make a tool that convert formatted text files into the binary format, at least until you can write a proper editor. I don't know the specifics of your format but it shouldn't be too hard to write a tool that will take a say XML or JSON text file and do the conversion. There are parsers available like irrXML

In Topic: writing program in c

18 November 2012 - 12:41 AM

I will just add cplusplus.com's C library reference section may be useful as well.

In Topic: Does Tiled support having multiple tile sizes in same map?If yes how?

08 October 2012 - 02:17 PM

Ok I started making a simple breakout game map.The problem I have is that I cant find appropriate tile size due to a Pad being of size 42X10 and blocks are of size 42x17.

I tried having 32x32 tile sizes for whole map but the problem that arises is that I cant have multiple filled up rows(there must be gaps between them and that is a problem)

Is there an option that enables me to have a lower part of map be 42 x 10(for example tiles (0,0),(1,0)...(15,0) ) and all other tiles to be of size 42x17 ??


If there is such option how do I acces it?If not is there some alternative that could do me good?



I've not use the Tiled editor, but generally you just break larger images up into tiles of the needed size, say 32 x 32, and use transparency and another tile layer so you don't have gaps. Of course you can also break the images up and fill in the unused portion of the tile with appropriate background manually, and if you use transparency this is a breeze with something like Photoshop or Gimp that uses layers.
So you can easily break your 42x10 and 42x17 into two 32x32 tiles each (assuming you are using square tiles and not isometric or octagonal etc ones), yes it takes two tiles but it's a lot easier than dealing with a tile map who's tile sizes are not multiples of each other.

In Topic: SDL Surface scale with no quality lose

03 September 2012 - 04:23 PM

That's what i feared.
I was asking because, for example, secret maryo chronicles uses 256*256 images and when
rendered they are scaled but doesn't seem pixelated.
Is this because it uses openGL?


They probably use tiling to avoid scaling. That said you can scale an image and still have it look decent, but their are limits and the further you go the more noticable it will be, interpolation algorithms like Lanczos resampling, bi-cubic filtering, and tri-linear filtering and others just help hide the effects.

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