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28 May 2014 - 04:53 AM
It was a text aventure game in basic too, on an apple II.
It was a lot inspired by the "A thrilling fantasy adventure in which YOU are the hero" books I was reading (I was 7yo).
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)
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you should look for "pascal game development" on google, there are a few interesting links, though maybe a bit outdated :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 )
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 )
06 May 2013 - 09:20 AM
hi, i suggest you look there : http://archive.gamedev.net/archive/reference/programming/features/mm4ihm/index.html, as you mentioned the use of the "colored coded tile" trick.
(or you can try the mathematical way : http://en.wikipedia.org/wiki/Transformation_matrix)
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