# bengaltgrs

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1. ## Tile picking in isometric game

That looks interesting, I'll have to give that a shot. Thanks.
2. ## Tile picking in isometric game

I put together some demos to act as an example of what I'm attempting to achieve. The first example uses a 2:1 ratio and works perfectly. The second example uses a 4:3 ratio and does not work at all.   2:1 ratio (works) http://cssquaredgames.com/iso/iso.html 4:3 ratio (doesn't work) http://cssquaredgames.com/iso/iso_4x3.html   Any help is much appreciated.
3. ## Tile picking in isometric game

Unfortunately not, thank you for the help though. I'm pretty confident that the calculation of tileX will also change with a different ratio.
4. ## Tile picking in isometric game

I'm working on an isometric game and originally I was using a tile size ratio of 2:1. After doing some research, it looks like the standard now seems to be a ratio of 4:3 for mobile games, so I began converting it to 4:3, but now I'm having issues with tile picking. Originally I was using the following code to perform the pick, and this works perfect when the tile size ratio is 2:1: // mouseX & mouseY are the screen space pick locations var gridSize = 10; var tileWidth = 200; var tileHeight = 100; // 200/100 = ratio of 2:1 var tileY = ((mouseY*2)-((gridSize*tileWidth)/2)+mouseX)/2; var tileX = mouseX - tileY; tileY = Math.round(tileY/tileHeight); tileX = Math.round(tileX/tileHeight); When I change tileHeight to 150, which changes the ratio to 4:3, this code obviously no longer works. I'm having trouble getting the math right on this one with the new ratio - anyone have any experience with this?
5. ## bengaltgrs

Posted Gremlin Invasion (PC & Mac action shooter game) to Kickstarter! http://www.kickstarter.com/projects/chrissmith/gremlin-invasion-overhead-action-shooter-for-pc-an
6. ## Gremlin Invasion posted to Kickstarter!

Hello fellow game devs! We've posted our PC/Mac game Gremlin Invasion to Kickstarter! If you don't know what that is, it's an online community funding website where you post a project you're working on, and people can fund your project and in return you reward them for backing you. We have some great rewards for anyone nice enough to fund us, including a pre-ordered copy of the game, posters, t-shirts and lots of other great stuff. So please check out the link below and help us out so we can finish this game and get it into GDC! [url="http://www.kickstarter.com/projects/chrissmith/gremlin-invasion-overhead-action-shooter-for-pc-an"]http://www.kickstart...ooter-for-pc-an[/url] To see more information on our game or to [b]play the demo now[/b], visit our site: [url="http://www.cssquaredgames.com/game.php?id=2"]http://www.cssquared...m/game.php?id=2[/url] Thanks! Chris
7. ## DX9 Cube shadow maps

Thanks for checking it out, yeah I'll continue changing things around and hopefully I can resolve it.

9. ## DX9 Cube shadow maps

Interesting, I got it to kind of work.. I've attached what I have of the full project to this post if you have a moment to check it out.
10. ## DX9 Cube shadow maps

The cube map env map and cube map texture are being created like this: [code] D3DXCreateRenderToEnvMap(D3DDevice, CUBEMAP_RESOLUTION, 1, BackBufferSurfaceDesc.Format, TRUE, D3DFMT_D24X8, &RenderToEnvMap); D3DXCreateCubeTexture(D3DDevice, CUBEMAP_RESOLUTION, 1, D3DUSAGE_RENDERTARGET, BackBufferSurfaceDesc.Format, D3DPOOL_DEFAULT, &CubeMapTexture); [/code] Where BackBufferSurfaceDesc.Format is set to D3DFMT_X8R8G8B8.
11. ## DX9 Cube shadow maps

iI only have one pass per light, which is the shader above. So the issue I'm having is that the IN.depth value used in the pixel shader does not seem to be within the same range as the value returned from the cube shadow map. So in the pixel shader, if I return the shadowMap variable, then I see what looks like a correct shadow map. If I return the IN.depth value though, then I see all white.
12. ## DX9 Cube shadow maps

Thanks, yeah that's what I was attempting to do but I'm not sure how to get the proper depth value in the final rendering pass.