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 Comments for SDL Tutorial 14 (13)

miki
November 18th, 2008 at 11:30

Those tutorials are great, but all are between 27th September 2008 and 20th October 2008. Today is 18th November. In what time will you make next tutorials? Thank you for those 14.

 
vin
September 9th, 2009 at 12:54

Is there any solution if my tiles are not of the same size.How should i detect the collision?
Plz help me...............

 
Steve
September 11th, 2009 at 12:20

I've never tried it myself, but off the top of my head it might be possible to simply specify different bounding boxes for the tiles. Most tiles could default to 32x32, whilst other tiles could be any dimensions you wanted.

You would then only need to come up with a way of specifying the tile sizes, which you could probably do in the same way as the images are handled: tiles number 1 - 3 are 32x32, tiles 4 and 5 could be 16x32, etc.

 
vin
September 15th, 2009 at 11:50

is there any reference code or link for the same.........

 
Steve
September 16th, 2009 at 08:21

I'm afraid not. It was just what I went with off the top of my head. Unless there is a real pressing reason for wanting to use various sized tiles, it might be better to stick to one fixed size for all your tiles.

 
vin
September 22nd, 2009 at 07:42

can you suggest me any physics base engine that can be useful in tile based 2D game.

 
Steve
September 22nd, 2009 at 17:03

None off the top of my head, I'm afraid. You might want to have a search around Google.

 
vin
September 29th, 2009 at 11:13

is there any c++ code for determining intersection point between two lines????

 
Rik
September 29th, 2009 at 11:20

I don't have any code, but I'm sure a quick search on Google will turn up the code you need.

 
vin
September 29th, 2009 at 13:05

actually i want to determine the collision of player(which is rectangular) with diagonal sides of the another rectangle

 
Vin
October 8th, 2009 at 12:47

I haven't work with pixel level collision before.
can anybody suggest how can I do that with transparent pixels? what exactly I want to do is, I am having two black and white images. considering white colour as a transparent. if two images intersect at black pixel then there will be the collision otherwise no collision.
so please suggest me any standard application/code that can solve my problem.

 
obsrv
January 21st, 2010 at 09:06

x2 = (e->x + e->dirX + e->w - 1) / TILE_SIZE;

should be

x2 = (e->x + e->dirX + e->w) / TILE_SIZE;

Because if we minus one then we get stuttering when walking directly into a tile, and when we jump over one tile and after a gap of one tile there is two tiles one on another we climb up from half of the tile to on it.

 
wilbefast
January 28th, 2010 at 21:23

Awesome! I've been looking for a simple platform-game tutorial/example for AGES!

Bookmarked, may take me a while to get back to it but I'll certainly be going through all these. Thanks so much!

 
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