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 51 
 on: 2014-10-21 14:02:41 
Started by progress - Last post by progress
Hello,

how would one implement a 2D city map like this www.youtube.com/watch?v=tFEUuDBNAJw#t=543 (link blank)?

The map itself seems to be consisting of tiles, yet the movement is (mostly) free and has pathfinding working.

 52 
 on: 2014-10-21 13:44:21 
Started by Emmsii - Last post by Emmsii
Minusing made the indicator stick to the tiles when the x/y scroll moved but still had the mouse x/y movement.

 53 
 on: 2014-10-21 13:41:31 
Started by Emmsii - Last post by kevglass
Minus xScroll and yScroll not plus?

Cheers,

Kev

 54 
 on: 2014-10-21 13:31:12 
Started by Emmsii - Last post by Emmsii
Just gave that a go but the tile selected still seems to be off.

<a href="http://www.youtube.com/v/Ky-6kHnMCPo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Ky-6kHnMCPo?version=3&amp;hl=en_US&amp;start=</a>

I've record the problem, hopefully this explains what's going on better than I can.

 55 
 on: 2014-10-21 13:17:15 
Started by Emmsii - Last post by CodeHead
Just a hunch, but shouldn't:
1  
2  
tileX = mouse.getX() + xScroll/ 32;
tileY = mouse.getY() + yScroll / 32;


be changed to:
1  
2  
tileX = (mouse.getX() + xScroll)/32;
tileY = (mouse.getY() + yScroll)/32;


The way it's written, it divides the x/yScroll variable by 32 before adding it to the mouse X/Y position (order of operations still apply in Java). Be careful when relying on implicit behavior. It's better to be as explicit as possible both for the benefit of the compiler and the maintainer. Smiley

 56 
 on: 2014-10-21 13:04:47 
Started by matanui159 - Last post by Oskuro
... or lasers and target prediction.

Sadly, lasers have crappy range (due to the inverse square law, the energy concentration would be worthless past certain distance)

I'm personally partial to mass drivers in fiction, and those are even worse in reality Sad

 57 
 on: 2014-10-21 12:48:28 
Started by SauronWatchesYou - Last post by SauronWatchesYou
Oops, I should of stated LibGDX VS Android standalone :p

I'll start looking at the Android SDK right now as it seems useful for future projects Smiley

 58 
 on: 2014-10-21 12:15:02 
Started by BurntPizza - Last post by kevglass
How many people played from what OS.

Kev

 59 
 on: 2014-10-21 12:13:01 
Started by SauronWatchesYou - Last post by Grunnt
LibGDX makes use of the Android SDK, so it's not a versus question really.

LibGDX is for cross-platform game development and the Android SDK is for more generic Android-only applications. Using LibGDX will limit you severely in how you can develop Android applications (but it makes game development specifically much easier).

Use LibGDX for games, and maybe other apps, and look into Android SDK first for other apps.

 60 
 on: 2014-10-21 12:12:43 
Started by BurntPizza - Last post by basil_
... usage tracking ...
what's that ?  Clueless

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