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Member Since 11 Dec 2000
Offline Last Active Yesterday, 06:11 PM

Posts I've Made

In Topic: Keyboard input: poll, push or pull?

11 October 2014 - 06:18 AM



I voted for the second one, because it's easier and takes less time to code.


To be honest, if it is for a complex game, I'd go for an event-driven solution, sending the actions to the objects via an event manager when an input event is detected.

In Topic: Your first game / programming project?

28 May 2014 - 04:53 AM

It was a text aventure game in basic too, on an apple II. smile.png


It was a lot inspired by the "A thrilling fantasy adventure in which YOU are the hero" books I was reading (I was 7yo).

In Topic: Small jitter on slope tiles.

25 September 2013 - 03:23 AM

maybe it's your physics calculations that make the jittering ? or do you use round() somewhere ? (if it's the case, you'd better use floor())


...or put all your coordinates in double, if your world is very large ? (float isn't that precise with huge numbers)

In Topic: Pascal tutorials

10 July 2013 - 04:11 PM



you should look for "pascal game development" on google, there are a few interesting links, though maybe a bit outdated :


http://www.pascalgamedevelopment.com/    (some tutorials about coding games in pascal, there's one about making a worms© clone)

http://www.pascalgamer.com/ (a pdf magazine about game development in pascal)


http://svgames.pl/en/down  (some games are in pascal with downloadable source codes)


also, you might want to learn about the SDL library : http://sourceforge.net/projects/jedi-sdl/


by the way, it would be easier for you to learn the basics of C language, which has a syntax quite similar to pascal, then move to C++ later.


(but don't give up, if you still want to code games in pascal, it's a fun challenge happy.png )


In Topic: I'm desperate. Isometric Mouse Coordinates

06 May 2013 - 01:53 PM

well, i also found another link explaining it (http://gamedev.stackexchange.com/questions/34787/how-to-convert-mouse-coordinates-to-isometric-indexes), but as far as i can remember, i used a formula looking like this :


tiles(i,j) -> screen(X,Y)

X = i * (w/2) - j * (w/2) + center

Y = i * (h/2) + j * (h/2)


screen(X,Y) -> tiles(i,j)


i = (X * (h/2) + Y * (w/2) - (center + w/2) * (h/2)) / (w*h/2)

j = (-X * (h/2) + Y * (w/2) + (center + w/2) * (h/2)) / (w*h/2)


where center is the offset along the X axis (typically screen width divided by 2, minus half the tile's width).


(edit : i just basically tested it, and it works happy.png )