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Use a bitmask to determine which graphic you want to use, see this article When you have neighbouring blocks of the same kind, simple change the bitmask and this bitmask is used for drawing the Tile. http://www.angryfishstudios.com/2011/04/adventures-in-bitmasking/


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Most rhythm games actually have a pre-recorded or procedurally generated rhythm track, but this is okay for testing. This is because many songs' tempos very over time, the downbeat (the very first beat heard in the song or measure) can take some time to get to, and typically we want to have more complex input than a single key press. That said, assuming ...


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About 15 years ago I was quite satisfied with this algorithm for my Scorched Earth clone in Quick Basic (my first proper game). Generate the landscape from left to right, pixel-column by pixel-column. Start at a random height value between your desired minimum and maximum height and with a random steepness value which is a negative or positive value in ...


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If you implemented A* correctly then you would have a "open" list of nodes to search sorted by the expected cost of a path through that node or d(start, node)+h(node, end) This means that the 2,0 node should still be in the list. But The algorithm should continue with 3,3. If it doesn't then the way you select the next node to investigate is flawed.



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