I hope many of you have played World of Goo, and thusly know of it’s developer, 2D Boy. If not, it’s one of the better indie 2D puzzle titles out on the market right now and definitely worth a shot. But I’m not here to review World of Goo. You see, recently, 2D Boy has done something fabulous. They took World of Goo, stripped it down to it’s basic framework (state machine, input, sound, graphics, math helpers, etc) and released the source code.
In this code is some insight of how to build a simple game, some tricks for optimizing code, and even a bit of Wii support. But the code is unsupported by 2D Boy themselves, their sole intent was to allow you to build new ideas quickly. So prototype away, and let them know how happy they’ve made you (on their forums).
Programming
C++, game development, prototyping
Now comes the tricky part, what if you need to select a tile, or a character on a tile? Or more technically–how can you determine which tile your mouse is currently over? I should also mention that this process may sometimes be referred to as a “screen-to-map” conversion, taking the mouse’s screen coordinates, and converting them to map coordinates. In a regular map with rectangular tiles it’s easy, just take the x and y, divide them by tileWidth and tileHeight, then do the conversion formula: tileID = y * numCols + x (unless you use a 2D array).
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Isometric, Programming
Isometric, Programming, tile engine, tile picking, tile picking with mouse, tutorial
Hello all! My name is Ray..and today I want to talk about creating isometric things…like engines, editors, and maps. Mostly maps, but these concepts apply to all three. OK, here goes!
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Isometric, Programming
2D, C++, game development, Isometric, rendering, tile engine, tutorial