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crohnsandme

Member Since 17 Feb 2013
Offline Last Active Feb 24 2013 04:00 PM

Topics I've Started

is the size of my tile messing up the collision?

23 February 2013 - 07:54 AM

hi all, so i am trying to do a tile map and get my character to collide with them and jump from one to another etc, my character is 128,128px but my tiles that i found online (free) are only 32x32px , will this cause problems when doing collision?

 

the collision theory i am following is 2 rectangles one for character(r1) and one for each tile(r2) 

 

this is example for if its touching top of the other

 

         if    (r1.Bottom >= r2.Top - 1 &&

                r1.Bottom <= r2.Top + (r2.Height / 2) &&
                r1.Right >= r2.Left &&
                r1.Left <= r2.Right );
 
now am i right in thinking surely if my rectangle for character is 128,128 and the rectangle for each tile is only 32,32 this collision isnt going to work (which it doesnt atm) ? how do you normally work this out? my character looks good on screen 1600x900px at 128x128... so should i make tiles bigger or shouldnt it matter?

best beginner book Dirextx game programming?

22 February 2013 - 06:04 PM

hi all, so i am slowly moving onto to 3D and know at university i will be using directx so i want to get a little headstart learn the basics and be comfortable using the tools needed, i see a few different books for beginners with directx just thought is there any specific ones i should look for that will do me well? thanks


trying to get camera working

19 February 2013 - 09:00 AM

hi all , so i have a main class

 

HeliClass 

 

which holds my different scenes

 

then i have an actionscene which holds all my players , weapons,enemies etc

 

i have created a camera class and then i have created a new camera within my player class (i have also tried to create it within the actual actionscene) but i think its all ok apart from when it comes to the draw method when i have to include the camera within the spritebatch.begin(.............) but i am getting an error because obviously i have an spritebatch.begin in the main class which holds  the different scenes.... so i tried writing a new spritebatch.begin in the player/actionscene but getting the error obviously i cant begin a new one until the end has been called

 

 

can anyone help me with this problem. if needed to see any code i will paste it in if needed. i just wondered if this is a common problem people get?

 

i cant see how to create the new camera in the main heliClass because i need to pass the character values which are created within the player/action class?


new to graphics surely this isnt pixel art?

18 February 2013 - 05:30 PM

hi all , so i am trying to create a simple 2d game in XNA , althought the ease of finding a spritesheet is tempting i was planning to keep progressing these games i make to be part of my portfolio once i start university at the end of the year...what my question is...

 

when you look at games on miniclips, (plants vs zombies) (maplestory) etc these graphics look alot more professional than some simple pixel art like early versions of final fantasy etc.... do these types of graphics have a certain name/category? are they actually pixel art but in higher resolutions ? with a pen in my hand i am awful at drawing but on a computer with a mouse i seem to be alot better and more creative :) so i want to work on making these types of graphics for the games i am making instead of the basic retro looking pixel spritesheets i seem to find 

 

thanks


Trying to get trigger on controller to shoot one bullet at a time

18 February 2013 - 08:14 AM

hi all so at the moment if i press the right trigger it will shoot LOADS of bullets(atm they are just drawn no movement yet) but when you use a button you can say if 1 is press and 1 is released then i understand that allows one bullet at a time , but i cannot see how to get this working using a trigger?

 

here is the piece of code i have so far

 

GamePadState gamepadstate = GamePad.GetState(PlayerIndex.One);
            float RightTriggerValue = gamepadstate.Triggers.Right;
            if (RightTriggerValue == 1)
            {
                Shoot();
 
            }
 
please if anyone can point me in the right direction that would be great 
 
thanks

 


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