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 Yearling
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Jan
23
comment Get the tile that my mouse pointer is currently over?
If you want to rely on checking each tiles bound, you would simply use the worldX and worldY to check if that point is inside the sprites bounds. This isn't very efficient though as the complexity goes from O(1)(constant) to O(n)(linear), meaning the more tiles, the slower your program is.
Jan
23
comment Get the tile that my mouse pointer is currently over?
tileX and tileY holds the position of the tile, in "tile-space". So if you have a 2d array, you would simply do as shown on the last line.
Jan
23
answered Get the tile that my mouse pointer is currently over?
Jan
23
revised How to create a 2D region where sprites are automatically wrapped?
Removed an out of date link.
Jan
19
revised Calculate ticks for animation delay
Mixing const and non-const types.
Jan
16
comment Procedural Islands Voronoi Pattern
Here's a good tutorial on procedural generation: jgallant.com/…
Jan
13
comment Procedural Dungeon Generation Connect Rooms With Passageways
Not an answer, but a great resource and sounds exactly like what you're searching for: journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes
Nov
15
comment Proper Line of Sight in tile based game
It would be useful if you add your current approach. Like, if you check from the point out to a perimeter or how you're trying to solve it.
Nov
14
comment Proper Line of Sight in tile based game
I think you need to review your question. You're saying the walls are visible, and then you ask how to make the walls visible? Also, perhaps add some circles/text to the image to show us what is what. Right now the question is unclear, and you'll risk it getting closed.
Oct
26
revised XNA 4 game for both profiles
Removed an out of date link.
Aug
26
comment Where to put the screen dimensions to make it accessible for all on screen objects?
Reminds me of the time I Googled a problem, found a great answer here and then found out I had posted said answer myself. As @wondra points out, this isn't necessarily the best/right solution, but it is a solution that works and is versatile. And usually that is all you need.
Aug
26
answered Where to put the screen dimensions to make it accessible for all on screen objects?
Jul
30
awarded  Yearling
Jul
26
comment Getting if a key was released/pressed this frame (C++/SDL2)
I could only guess. But I doubt it'll make a noticeable difference. As I recall from my childhood playing NES/SNES, I rarely tried to press more often than the framerate on screen.
Jul
26
comment Getting if a key was released/pressed this frame (C++/SDL2)
It would, but unless you're running at a very low framerate, it's not going to be noticeable. If you need better than that, you should look into getting input in a separate thread with a higher polling rate, but at that point you should consider if the gains are worth the effort.
Jul
26
answered Getting if a key was released/pressed this frame (C++/SDL2)
Jun
27
awarded  Popular Question
Jun
18
reviewed Reject How does a single non-artistic programmer make a game?
Jun
17
reviewed Approve Simulating water droplets on a window
May
17
reviewed Reject Creating a countdown Timer in Unity