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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About PaulDurbaba

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  1. I'm having trouble with finding the mouse coordinates on my isometric game. The games tiles are sent to openGL in 2d form, but rotated into isometric: (before rotation)[img]http://i.imgur.com/h0QCa.png[/img] (after rotation):[img]http://i.imgur.com/emkpZ.png[/img] I have access to the current player's x and y coords, the size of the tiles (128x128) the approximate render size of the tile (180x90) and the position of the mouse. I think this may be to do with the coordinate system I use as I have seen this image: [img]http://i.imgur.com/G1wYz.png[/img]| reckon the code I use to calculate the mouse position uses that system. Here is the code to get the position: (I have coded in two methods, so I will show both) [CODE] public class IsometricPointSystem { public static Vector2f pixelToIso(Vector2f pixel, int camX, int camY){ //return _pixelToIsoAlgebra(pixel, camX, camY); return _pixelToIsoColor(pixel, camX, camY); } protected static Vector2f _pixelToIsoAlgebra(Vector2f pixel, int camX, int camY){ Vector2f cam = cameraCalc(camX, camY); int x = (int) (pixel.x + cam.x); int y = (int) (pixel.y + cam.y); int tileWidth = Tile.TILE_ISO_WIDTH; int tileHeight = Tile.TILE_ISO_HEIGHT; //int tileWidth = 128; //int tileHeight = 128; int x0 = 144 + tileWidth/2; int y0 = 2; int i = (int)Math.floor( (y - y0)/(double)tileHeight - (x - x0)/(double)tileWidth ); int j = (int)Math.floor( (y - y0)/(double)tileHeight + (x - x0)/(double)tileWidth ); return new Vector2f(i, j); } protected static Vector2f _pixelToIsoColor(Vector2f pixel, int camX, int camY){ int tileWidth = Tile.TILE_ISO_WIDTH; //180 int tileHeight = Tile.TILE_ISO_HEIGHT; //90 Vector2f cam = cameraCalc(camX, camY); //int playerTileX = -((camX - (Display.getWidth() / 2 - 64)) / 128); //int playerTileY = -((camY - (Display.getHeight() / 2 - 64)) / 128); int nx = (int) (pixel.x + cam.x) - 450; int ny = (int) (pixel.y + cam.y) - 450; int maskX = nx / tileWidth; int maskY = (ny / tileHeight) * 2; int mouseMapX = nx % tileWidth; int mouseMapY = ny % tileHeight; try{ Color color = new Color(TextureManager.tileMap.getRGB(mouseMapX, mouseMapY)); if(color.equals(new Color(255, 0, 0))) return new Vector2f(maskX - 1, maskY); if(color.equals(new Color(255, 255, 0))) return new Vector2f(maskX, maskY - 1); if(color.equals(new Color(0, 255, 0))) return new Vector2f(maskX, maskY + 1); if(color.equals(new Color(0, 0, 255)))return new Vector2f(maskX - 1, maskY); } catch(Exception e){} return new Vector2f(maskX, maskY); } public static Vector2f cameraCalc(int camX, int camY){ int playerTileX = -((camX - (Display.getWidth() / 2 - 64)) / 128); int playerTileY = -((camY - (Display.getHeight() / 2 - 64)) / 128); int heightPlus = 0; int widthPlus = 0; heightPlus += playerTileX * 45; widthPlus -= playerTileX * 90; heightPlus += playerTileY * 90; widthPlus += playerTileY * 90; return new Vector2f(widthPlus, heightPlus); } } [/CODE] Would it be possible to convert the coordinate system in the image to my coordinate system?
  2. What type of grid co-ordinates are you using, I'm having trouble as the way I did the isometric view was rotating the tiles. The tiles are 128x128 and about 180x90 in isometric:[img]http://i.imgur.com/emkpZ.png[/img] [CODE] glRotatef(60, 1, 0, 0); glRotatef(45, 0, 0, 1): [/CODE] The Camera co-ords are the coordinates of the current player multiplied by 128.
  3. I have been writing code to detect text input from the user. One problem I have is that I can't find a way to detect if the hash key is down. I'm using a KeyboardState object to detect key press, so I'm wondering if there is any way to detect if the hash key is down.