Timeline for Tile map collision is not working properly
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
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| May 30, 2012 at 19:06 | comment | added | Sigh-AniDe | damn i cant vote up :( i need 15 rep, sigh. Thanks so much byte56(legendary!) I just swapped the mapX and mapY positions :). Thanks again | |
| May 30, 2012 at 19:04 | vote | accept | Sigh-AniDe | ||
| May 30, 2012 at 18:46 | comment | added | House | See my edit for why you might be getting unexpected values. | |
| May 30, 2012 at 18:45 | history | edited | House | CC BY-SA 3.0 |
added 454 characters in body
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| May 30, 2012 at 18:41 | comment | added | John | You should debug tileX and tileY. This should give good indication why the values being read are not as expected. For example, 0,0 could well be bottom of screen and so Y is upside down if that the case. | |
| May 30, 2012 at 18:36 | comment | added | Sigh-AniDe | Is there a better way to go about adding collision to a tile map? If there is could you please point me to the right direction. Ive googled a lot as well and there isnt really any tutorials or explanations on how to do it. | |
| May 30, 2012 at 18:20 | comment | added | Sigh-AniDe | I did debug thorugh the application and thats how i know that the tiles that supposedly a 0 is returning a 1 and vice versa, but i dont know whats causing it. | |
| May 30, 2012 at 18:17 | comment | added | House | Nope sorry. You should absolutely learn to use the debugger and step through your code. Here's a little article I wrote about it. | |
| May 30, 2012 at 18:12 | comment | added | Sigh-AniDe | it still isnt working after changing the code to the way you did it, is there any way i can send you my project solution so you can see exactly whats the game actually doing? | |
| May 30, 2012 at 17:58 | history | answered | House | CC BY-SA 3.0 |