I hope it is okay to post this here, I have spent some time looking for the best area and it was either here or announcements. I thought this area may be best however if it isn't please act accordingly and either move/delete it
The aim of the hackathon is to develop an application that can benefit an educational environment or provide enhanced accessibility to a specified user base. For those that wish to take part, all they need to do is register as either an individual or team on our website. All participants can either take part at a designated venue or remotely.
Taking part in the competition remotely is where either an individual or group of people take part in the hackathon from a venue such as their home or other suitable venue - much like the Ludem Dare game jam. This methods means that if there isn't a venue near you, you can still take part!
There is also the option to set up your own venue where a group of people can participate together, this allows other people local to you to take part in the competition, this can range from a school hall to a pub... it is up to you. The ITAG Hackathon team can assist with any questions regarding setting up venues. When setting up your own venue almost all aspects are handled by the either the website or the ITAG Hackathon team except getting the actual venue, however help can be provided.
Groups sizes for both remote and standard registration have a maximum amount of five. These three types of registration are all handled by the ITAG Hackathon website.
Currently, there is a £250 (approx $400) prize to the winners of the ITAG Hackathon, the organisational team is in the process of contacting sponsors to find additional prizes. For an up to date version of what is available to the winners, please view the prize/sponsor page of the website.
The objective of the ITAG Hackathon isn't very specific yet, this is to keep the Hackathon fair, however the full objective will be released on Wednesday 1st October. For guidance, it will be to develop an application that can benefit an educational environment or provide enhanced accessibility to a specified user base.
For more information on the Hackathon feel free to email the ITAG Hackathon team at firstname.lastname@example.org and we will respond within 24 hours, alternatively the website has all the information on every aspect of the event. I will also be checking this page so feel free to comment and I will reply ASAP. If you are interested, the poster for the event can be downloaded from here.
The Hackathon is taking place from Saturday 11th October 9am until Monday 13th October 5pm (GMT).
So I am new here, I have often used GameDev.net to find answers to problems I have had previously but never really come to the stage of registering to ask a question... however a bug that I have been stuck on for 18 hour straight has brought here. Apologies if this is in the incorrect section.
I am developing an Isometric map for a game that I plan to develop in the near future. I based my implementation on the tutorials found here.
My issue is the following, when I try to draw objects that require more than one tile (for example a building), it seems as though my depth handling goes out of the window. When I place the building, I set all tiles below it to be unwalkable. This was tested by initially setting those tiles to be another tile to check I have the correct ones (which I do), I then took this further by drawing the building to test if it worked and I noticed that the building was being drawn on top of the player.
My tiles are split into three types, base, overlay and height. The base type is used for the ground (grass), the overlay type is used for things such as bushes, water, trees ect, the height type is used for mountains and hills. I set my building to be an overlay type.
Obviously the building needs an "origin" cell. This is the cell that holds the actual overlay texture.
To view images that will help explain the issue more go here.
In these images, the origin tile is the highlighted (slighty) red tile.
As you can see, in the incorrect image the building is drawn on top of the player. Hence my reasoning for thinking that it is a depth issue.
How I have tried to fix so far:
Set the depth of the cell to be the same as the origin cell
Draw a transparent cell on top of each cell with the correct depth that tile should have
I have searched high and low for someone who has the same issue as this yet no one seems to have it! I have also looked for resources explaining it but with no avail. My only theory on how to solve this is cut the image up into tile images and then place them on the map tile by tile.. however I would rather not do that as it is absurd.
Just to make it clear, my depth handling does work for all other scenarios such as walking behind hills/mountains/trees.
Has anyone heard or seen this before? Any help will be greatly appreciated.. I have been working on this bug for a good 18 hours straight now and I am feeling slightly disheartened by it.
If you need to see the code, I can send you a copy.
PS If I have missed something crucial just let me know and I will try and provide the details.