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  1. Do you mean something like this?: for (Int32 y = 0; y < height; y++) { for (Int32 x = 0; x < width; x++) { if (x > -1 && y > -1 && x < width && y < height) { if (x > p.playerCam.X && x < (p.playerCam.X + p.playerCam.Width) && y > p.playerCam.Y && y < (p.playerCam.Y + p.playerCam.Height)) { map[x, y].xoffset = -100; map[x, y].yoffset = 390; map[x, y].render(g); } } } }
  2. Uhm isn't that supposed to be like that? Lets say for example: My cam x = 10 and y = 10 and the width and height both are 20 then it will be start rendering at 10 (x) -> 10 (x) + 20 (width) = result it renders only 20 tiles in x. But if x was 100 I would get 100 (x) -> 100 (x) + 20 (width) = same result only first 20 tiles on x will be rendered? Or am I thinking wrong ?
  3. Hello everyone! I'm at the early stages of making a 2D Isometric game. But I'm not trying to implement the camera system from my older 2D game note this one was not isometric. And it works but I expected the result to be different.   I will now try to explain the problem but here is already a link to the source code. http://www.mediafire.com/download.php?23ybba3uamaadzj   Here is the camera class: public class Camera { public Int32 X { get; private set; } public Int32 Y { get; private set; } public Int32 Width { get; private set; } public Int32 Height { get; private set; } public Camera(Int32 x, Int32 y, Int32 width, Int32 height) { this.X = x; this.Y = y; this.Width = width; this.Height = height; } public void SetLoc(Point pt) { this.X = pt.X; this.Y = pt.Y; } public void SetLoc(Int32 x, Int32 y) { this.X = x; this.Y = y; } public void SetSize(Size sz) { this.Width = sz.Width; this.Height = sz.Height; } public void SetSize(Int32 w, Int32 h) { this.Width = w; this.Height = h; } }     The player class:   public class Player { public static Bitmap bmpPlayer = Helper.loadImage(@".\char.png"); public Camera playerCam; public Int32 X; public Int32 Y; public Player(Int32 x, Int32 y) { X = x; Y = y; playerCam = new Camera(x - 20, y - 15, 40, 30); } public void Render(Graphics g) { Int32 xx = (Y * bmpPlayer.Width / 2) + (X * bmpPlayer.Width / 2) - 100; Int32 yy = (X * bmpPlayer.Height / 2) - (Y * bmpPlayer.Height / 2) + 390; g.DrawImageUnscaled(bmpPlayer, new Point(xx, yy)); } }       The Tile class:     public class Tile { public static Bitmap bmpTile = Helper.loadImage(@".\tile.png"); public static Bitmap bmpDot = Helper.loadImage(@".\dot.png"); public Int32 x; public Int32 y; public Int32 tileId; public Int32 xoffset; public Int32 yoffset; public Tile(Int32 x, Int32 y, Int32 id) { this.x = x; this.y = y; this.tileId = id; } public void render(Graphics g) { Int32 xx = (y * bmpTile.Width / 2) + (x * bmpTile.Width / 2) +xoffset; Int32 yy = (x * bmpTile.Height / 2) - (y * bmpTile.Height / 2) +yoffset ; g.DrawImageUnscaled(bmpTile, new Point(xx, yy)); if (tileId == 1) g.DrawImageUnscaled(bmpDot, new Point(xx, yy)); } }           The actual form:     public partial class Form1 : Form { public Player p = new Player(20, 20); public Tile[,] map; public Boolean GameEnded = false; public Form1() { InitializeComponent(); map = new Tile[1000, 1000]; for (Int32 x = 0; x < 1000; x++) for (Int32 y = 0; y < 1000; y++) { map[x, y] = new Tile(x, y, 0); } } private void Form1_Shown(object sender, EventArgs e) { Bitmap buffer = new Bitmap(this.Width,this.Height); Int32 width = map.GetLength(0); Int32 height = map.Length / width; while (!GameEnded) { buffer = new Bitmap(this.Width, this.Height); Graphics g = Graphics.FromImage(buffer); g.Clear(Color.Black); for (Int32 x = p.playerCam.X - 1; x < p.playerCam.Width + p.playerCam.X; x++) { for (Int32 y = p.playerCam.Height + p.playerCam.Y - 1; y >= p.playerCam.Y - 1; y--) { if (x > -1 && y > -1 && x < 1000 && y < 1000) { map[x, y].xoffset = -100; map[x, y].yoffset = 390; map[x, y].render(g); } } } p.Render(g); g.Dispose(); Graphics gg = this.CreateGraphics(); gg.DrawImageUnscaled(buffer, Point.Empty); gg.Dispose(); buffer.Dispose(); Thread.Sleep(10); Application.DoEvents(); } } private void Form1_KeyDown(object sender, KeyEventArgs e) { if (e.KeyCode == Keys.Up) { p.playerCam.SetLoc(p.playerCam.X - 1, p.playerCam.Y + 1); } else if (e.KeyCode == Keys.Down) { p.playerCam.SetLoc(p.playerCam.X + 1, p.playerCam.Y - 1); } else if (e.KeyCode == Keys.Right) { p.playerCam.SetLoc(p.playerCam.X + 1, p.playerCam.Y + 1); } else if (e.KeyCode == Keys.Left) { p.playerCam.SetLoc(p.playerCam.X - 1, p.playerCam.Y - 1); } } private void Form1_FormClosing(object sender, FormClosingEventArgs e) { this.GameEnded = true; } } public class Helper { public static Bitmap loadImage(string path) { Bitmap loadedImage = (Bitmap)Image.FromFile(path); loadedImage.MakeTransparent(Color.Fuchsia); return loadedImage; } }             I know this code isn't very clear but this is just for testing purposes. So the problem here is when I get to the end of the map  the map would get some strange transformations: when going to the left:   when going to the right:   As you see when it goes to the right it looks like it is zooming out and I also have some other weird formations, and when moving the camera it doesn't feel right :\ Can anyone help me or give me some tips ?
  4. Trying to make a 2d isometric rpg game ;)