Jump to content
  • Advertisement
  • entries
  • comments
  • views

SideScrolling glory

Sign in to follow this  


After about 3 hours of frustration due to an idiotic mistake (I was making the wrong value bigger[headshake]) I finally got horizontal and vertical scrolling working. I had to remove all of the map code due to my faulty scrolling in the vertical-scroller demo and I have part of it reimplemented. Anyway, here's a screenshot (filler-art from Ari Feldman's SpriteLib):

The red number is the number of visible tiles while the pair of numbers in the titlebar is the position of the mouse in the map (which, for some reason, I have updated via WM_MOUSEMOVE instead of WM_INPUT.)

For some reason I decided to implement fixed size maps (each map is 125x125 tiles at the moment) which I need to remove and make it per-map data file based.

I don't know how much I'll be getting done tomorrow since I have to work in the morning and I'm going to an employment group (for sure this time) and then I might crash at the apartment I'm supposed to be moving into. Even if I do make it home, it's time I clean up all of the dirty dishes in my room which will take a while lol.

Well, it's definitely bedtime for me, I've slipped into 'filler-code' mode. I just set up the camera system and instead of using my readily available screen values, I hard-coded 640x480 and said to myself "I'll fix it later." For shame[headshake].

Edit: Tip for 2D tile-based game designers: Always, ALWAYS, setup tile rendering via a rectangle and not screen coordinates. With my current setup I could attach my rectangle to a widget and render to that and it would move/resize with the widget.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!