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seen May 3 at 14:51
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May
3
awarded  Self-Learner
Mar
24
accepted Implementing tile-based movement on 2D platformer
Mar
24
answered Implementing tile-based movement on 2D platformer
Mar
24
comment Implementing tile-based movement on 2D platformer
Very nice solution. I've actually asked around about this and I got a different solution from someone at TIGSource. I'll post it as an answer here too, might be helpful too.
Mar
17
asked Implementing tile-based movement on 2D platformer
Mar
5
comment JPEG images not loading on PlayBook (Marmalade + iwgame)
The problem seemed to solve itself, actually. We had already given up on using jpeg's, but our background images as PNG were so big it was having quite an impact on performance, so I decided to try and work out what was going on and it worked on the first try. I can only assume it was an issue with Marmalade which they solved in the most recent version (I'm using 6.2.0 now). Which version are you using?
Jan
2
awarded  Teacher
Jan
2
awarded  Commentator
Jan
2
comment How to handle collision resolution in a top-down car game?
It's also worth noting that having a physics engine would probably save a lot of hassle from this kind of problem, although I wouldn't have learned half as much, I'd say. So to anyone who might have this kind of problem: weigh your options well :)
Jan
2
accepted How to handle collision resolution in a top-down car game?
Jan
2
answered How to handle collision resolution in a top-down car game?
Dec
26
comment How to handle collision resolution in a top-down car game?
I do realize there are pretty complete (and complex) solutions, such as this one, but it's a bit of an overkill for my scope, specially considering a short deadline I'm working with. What I'm looking for doesn't need to be realistic, it's can be something simple, as long as it's fun :)
Dec
24
asked How to handle collision resolution in a top-down car game?
Nov
26
awarded  Tumbleweed
Nov
19
asked JPEG images not loading on PlayBook (Marmalade + iwgame)
Oct
9
comment How to limit click'n'drag movement to an area?
Great! Thanks, David.
Oct
9
comment How to limit click'n'drag movement to an area?
Wow, very interesting. +1 too :D
Oct
8
accepted How to limit click'n'drag movement to an area?
Oct
8
comment How to limit click'n'drag movement to an area?
Great solution! I've come across something that involved two circles and a triangle, but your solutiong elegantly simplifies that. About the angle validation, I had thought of something along the lines of having a normalized vector that stood at maxAngle (and another at -maxAngle) from playerForward, which could be multiplied by the length of C->M in case it was of bounds, angle-wise. I'm assuming your solution of rotating M around C would be less costly, is that right?
Oct
8
awarded  Editor