Code-It-Yourself! Simple Tile Based Platform Game #1
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- čas přidán 3. 02. 2018
- This video shows how to make a simple yet smooth tile-based 2D platform game, similar to classic offerings from older consoles. It uses nothing but the Windows Command Prompt to demonstrate robust collisions between the scenery and the player. All collisions are resolved using floating point truncation. No geometry.
Shout outs to Brankec on Discord (known as GearCode elsewhere) for the request.
Source: github.com/OneLoneCoder/Javid...
Blog: www.onelonecoder.com
Twitter: @javidx9
Twitch: javidx9
Discord: / discord - Věda a technologie
I went from developing in C to developing in C++ because of your fun and interesting videos
That's great Ethan!
@@javidx9 helloooo
linus hates you lmao
I think c is much simpler
@@geraforever796 It is simpler. That's because C++ also has more complicated mechanisms than C. For some of those things, C programmers like to stay with C and implement those themselves.
16:50 "not that impressive so far"
I mean, I think its pretty damn impressive to get that much up and running with so few lines of code, and so elegantly. The olcGameEngine is pretty solid NGL. Orders of magnitude better than the engine I wrote in college to make a similar game concept for a final project where even getting this much of the game up and running would have been ~300+ lines of code (not including level design).
I really enjoy the way you explain your coding approach to solving the game scenarios. Well done.
Cheers Carl!
I've been looking for a good answer to collision detection for a few days now and I can't believe how almost perfect this advice was for my situation, much more simple to implement and just as robust in my situation as anything like minkowski differences and anything else etc. This video was a great help! Thanks :)
No problem! Cheers!
Your videos are what I have been looking for when it comes to tutorials. Thank you for making these!
Love your videos, even if I already know these things, I like to see your way of teaching them.
Hey Stephan, thanks! This topic is well covered I think, but I've had a few requests to do it. It's also a nice contrast to the real collision routines in the last video.
Humble braggs
I did indeed forget it was the console window.
Classy.
Using the idea of your algorithm I created more accurate way to detect collisions in my game. Thanks a lot.
Thats great Maxim!
Thanks so much for making this, even if I don’t follow along in all these videos it gives me a good idea on how things are working together in the code
Hi Zal, thanks I'm glad you find them useful!
buddy, I want to make a public acknowledgment to your work...
you explain briefly, clearly and extremlly good.
I have learned a lot from C++ programming just by watching your videos.
Best thing of all, they're fun...
greetings from Venezuela.
Hey Davo, apologies for the late reply, Thanks for support, it's always pleasing to hear someone is finding the videos informative. Greetings!
mira si es un compatriota, tambien estoy aprendiendo gracias a OLC a programar en C++(vengo de C# y JAVA), me alegra ver que no soy el unico con ideas de progreso informatico en el país.
Thanks for all Javidx9, u´r my hero man!
@@n.ryuudakku4916 que tal hermano si desde hace tiempo me ha gustado el lenguaje c++ porque sirve para realizar cualquier tarea... saludos desde Maracaibo
@@DavoMelendez Eres Hermano maracaibero!, saludos desde la ciudad mas bella de este continente también para vos!
@@n.ryuudakku4916 También soy Venezolano jaja y soy de Maracaibo también jajaja. No puede ser que nos encontramos tres Maracuchos. Aunque ya no vivo allá.
Your videos have helped me learn C++ so quickly. Thank you for the high quality content
Hey thanks BioSigil - it makes it worth while when you say things like that. Good luck with your study!
You have no idea how helpful this is! I've done so much searching online for a simple yet effective way to implement collisions in 2d platformers only to come up with solutions with mediocre results. After so many pages of sketches and code the solution was to check the corners based on where the player was moving... Awesome!
Great to hear SwagCow, im glad it was useful!
Grrrr
Girrr
I love this channel so much.
Bro, thanks. I have learned a lot with u videos. Love from brazil! Keep it up 💪
"Take that visual studio code"
Me: *Laughs in overtype extension*
Awesome! Another javid video. Liked before seeing :)
Thank you very much for these.
Looking forward for more!
I need some sort of loyalty scheme for the long time supporters like yourself! :D
Fantastic videos you make, so clear and understandable!
Your channel should have much more views. I really enjoy your work. Cheers from Turkey!
Hi Mansur, Cheers! I dont mind the low numbers, as long as people enjoy the content and learn from it I'm happy!
Thanks a LONG LONG INT number of millions for your fantastic videos! Keep them coming
Lol thanks Ramon!
I use C and raylib and these tutorials are still very helpful, keep up the good work!
I am sad I found your channel so late, If I would know about it half year ago I could be completely somewhere else. Thanks for the good work!
Hi Karel, dont be sad! Code is something you can easily take with you wherever you are! Cheers.
This is by far one of the best programming videos ive seen on YT.
Totally OUTSTANDING!
Waiting for part 2 :)
slopes and enemy could be a good topic
this is good ! This is enjoyble ! That project is not difficult or easy. I am watching your videos. Lots of fun (all videos). And Code-It-Yourself!
Been learning alot from your videos brother. thanks a ton.
Hey my pleasure Andrew, Cheers!
Very similar to the Collision detection I was using for the platformer I was Tinkering with Javid, Since many tutorials I see online suggest all sorts of stuff like checking every tile within specified vicinity etc .... Its nice to see someone else starting with the corners like I decided to do as well... I test the 4 corners, Then I test middle bottom +1 block in the Y axis to decide if the jump/falling Flag should be set or not.
How are you handling your sprites Javid? In mine I made a Sprite class that contains a Vector of States(IE:Various animation sequences for left, right etc) and the States contain a vector of frames so that I may enumerate the types of movement. I then overloaded the += operator so that Frames and States can be added as easy as picking a Rect from the sprite sheet and += it to the state or the state.frames..
In this instance my sprites are not complicated - just carefully placed on a sprite sheet so they can be accessed with minimal effort, os all my facing left sprites are on the top row, then all my facing right sprites on the next row down. Running (not shown in video) are sequential, so I just increment a counter in sprite space.
Really wish 2d platformers were more popular on this channel i love working on them
I really enjoyed the video. Thanks! It helped me a lot! (: hope there is the second part.
The bearded and wise one! We need a follow up! :D
*Delivering a big thumbs up to help your self-esteem*
I just found this channel, and I thought I knew stuff in coding... well I don't know anything, buy I will watch this video 20 more times, and try to code the same thing using this video, and watch past/future videos too.
24:12 good math concept
So cool, it's definitely, "replayable!"
Dude you are the best !
I would give you 10 thumbs up if I could! You showed in the intro the end result (which is always preferred), and you showed some awesome code. Thank you! Just a tip, maybe if you could spare the time, for your videos putting bookmarks is helpful. Great Work!
great game , you are the best , please make more big great games
Well done. Thx for the video.
Greetings
Greetings Dr Stick! Thanks!
Finally new video! I will really appreciate if you will do some polygon collision math :) thank you
Hi Jacob, thanks! I will be continuing Balls collision with static polygons for the next video. Dynamic Polygon v Polygon is tough and requires torgue and rotation to be considered. This might be later in the year.
The protag is you!!! Fantastic.
Amazing his canal.Parabéns!
Thanks Jose!
Would love to see a code along with me video. Where you code something and record it in a way to where we can type what you are and you can explain each line as we type it out. would really help me a lot with memorization. Just a steady shot of the codieng screen no cuts while we code along you learn more that was then just going to the page you have posted copying it over and then reviewing what you have copyed while the video plays. to many cuts for me to type out the code like you do while your talking about it and you code fast so i keep haveing to pause to keep up lol. thanks for all the awasome videos!
This jumping scheme with gravity effect with some control you put in out does Ghost N Goblins jumping that is for sure.
I'm retired and need something to keep my brain turning into mush so I decided to write a game for the Atari 7800. The game I picked was Apple Panic from 1981 that was on the Apple and the Atari 800. So far, on my own I've managed to built the screen using tiles, created my sprite, created a running sequence for left and right movement and I'm working on moving vertically. I've discovered a few of your routines by myself but your video is going to be a HUGE help in smoothing things out. I'm going to try to work your techniques into my code. Sadly, Atari 7800Basic is limited (I think because the end result will be 6502 code and hardware driven) but it does have floating point. I will have to keep coming back here for more help.
Thank you very much for making this video and I will check for other video you've made. I wish I could send you a clip of what I've done so far. It represents about 4 weeks of work using a language I don't know on hardware I don't know but so far so good.
Thanks again.....
Heh, it's I'm relying on code to keep mentally active too! I'm pleased you've found the video useful, thanks!
Subscribed, you deserve my sub.
However, i would like to see some OpenGL / D3D stuff in the future.
Keep up the great work tho!
perfect movie
Great tutorial, I hope it will be an update for the PixelGameEngine.
You are the nicest youtube programmer. Love the pace and atmosphere of your videos. Keep on the great work! You might want to try the Borland C++ Builder environment for these projects. It provides the Canvas object where you can draw shapes and bitmaps on the screen with a single line of code. It provides ready-made windows forms for you to work on. I always use it for quick projects. it would be perfect for these projects of yours, including anything in 3D. If you look on my channel on my latest videos, I posted a 3D engine I wrote in Borland C++ Builder.
Hey Paulo (again!) Thanks buddy, i try to get the message across without bloat and noise! I checked your channel and love your 8bit computer! Ive not used borland tools since Turbo Pascal and Turbo C++ 😁 i will be making the jump from console soon enough so ill look into it! Cheers!
@@javidx9 I was just thinking the same thing when reading this. I was pretty sure Borland was at least still around, but haven't used it in probably close to 2 decades now. In recent years, GCC more than anything. Heck, the only reason I installed Windows for the first time in years was to check out a C# project based on MonoGame that has special tools made in WPF that I'd like to port to Linux at some point, but am having too much fun with at the moment.
just started programming like this week. so far i have a box and a bear in the box that shoots lazers. was trying python now going to c++
Really interesting video! Any chance for part 2?
Hold up a sec - you're telling me all that time this was running on a command line?!
Hello,
I really look forward to following along with your video. I checked out your code on github and I was hoping you'd be willing to briefly explain how to use this code? Do you only need the code from the main page, or do we need separate files or classes as well?
Have you got any basic videos on how to great a window / fundamentals of setting up?
edit : like how you created the one lone coder console game engine?
I've been following your channel for a little while now. I think it's time to subscribe :]
Hey Coolq, thanks!
Silly question - this video has #1 in the title. Was there ever a part 2? I think 2D platformers are a great topic, and would love to see more!
Still waiting :)
It's not CALLED "#2" but it's a similar topic: v-code =8JJ-4JgR7Dg
Great video.
Thanks Chuck!
javidx9 Really have enjoyed going back through your vids. I’m currently writing a library for a compiler for the ZX Spectrum Next, which handles a lot of similar things as your consolelib so it’s been really useful to see how a proficient and competent coder approaches this. My lib presents subroutines to the end user that then gets converted into z80 assembly for speed and space efficiencies, so a lot of compromises have to be made to make it work. Hopefully I’ll try and do something with you libs when I find some free time.
Oh very nice a sort of old-skool Macro library.
Hope this is ok to comment here but if anyone’s in need of music I’m looking to work on a project. Thanks for the upload!
Hey! I love your video on how to create a platformer game! It really teaches me alot on what I require! Just a quick question. you mentioned that you created an array to read in the alphabets. Am i able to use FileIO to read into it from a textfile and then do the same stuff for the rest of the video?
Cheers! Yes of course you can read in the levels from a file. Its just text in this case. I do something similar in my RPG series.
your coding all the fun stuff! l
Hi Diego, you should only code fun stuff! Not worth doing otherwise 😁
Hi Sir , i wanna ask you , about a specefic path to follow in order to be able to make a game in c++ like you do , because i always find out that i don't understand a lot of things because i skipped them in the learning curve ,tell me for example what should i learn first , Thanks in advance , this will help me a lot :)
Hey so I know c++ quite well as language but there is some syntax I don't understand that seems to be part of Visual Studio Code. For example: DWORD and L" ". Where does one learn about those?
From another comment: "It indicates that the following character or string literal is encoded in a unicode or multibyte format."
Hi Javidx9! I just wanted to give a big thank you for your videos. They are amazingly informative and helpful. Many years ago I did a bit of programming but fell away from it after becoming more involved in systems administration. Now I'm getting back into it and find your style of instruction just my cup of tea. I've a huge fascination for roguelikes and mazes, 2D cRPGS, and procedural terrain/cave/overworld generation. A long time favorite game of mine has been Dwarf Fortress and any game in a similar style (nethack, ADOM, Caves of Qud, Cogmind, etc). As a player of pen and paper D&D I love the tables of stats that these games produce. What games, if any, are your favorites?
I'm finding the Visual Studio 2017 IDE easy to use as a general text editor, but there is so much depth to it that I oftentimes find myself lost. For example, your recent solutions have shown several projects contained within. I'm not able to replicate this sort of container/structuring in my own solutions. I typically just make one solution and inside that the .cpp and .h files where need. Would you consider a tutorial on the IDE that could cover such things? I'm keen on learning how to best use the tools at hand and not just use them like notepad.
Again, thank you for such quality videos and sharing your passion.
Hi Sean, Thanks so much for your support! Its great to see people dusting off their IDEs and giving things a go. I like the procedural nature of roguelikes too, and find that aspect perhaps more interesting than the game :D As for my favourite types of games, that's quite tough. I like games that don't assume the player is dumb, and that have a level of craftsmanship that turns it into art. Something like The Witness is a brilliant example of this, on the surface such a simple game, yet extraordinarily powerful in how it evolves over play. That said, I like blowing stuff up to! Sadly I dont have as much time to game as I used to, so I lean towards games that I can finish quickly. I dont relish the thought of dumping 120 hours into a game anymore, however, Ni No Kuni 2 is just around the corner lol.
I think a video on Visual studio would be a good idea. I've done one on using VS debugging tools, but perhaps an all rounder of tips and tricks would be fun. You're right as soon as they become a tool that you can use second nature they become very powerful indeed. I need subject matter for a series of quick videos I want to do, 5-8 minute videos max, in between the usual output.
@@javidx9 sir, please continue this 2D platform game... Other people may have covered this topic, but your explanation is awesome...
It's super Jario! He's a... french electrician.
How do I run this program on a mac? I've been trying for hours to find answers ,but it seems it's only plug and play for windows.
Love the video, explains things very easily...
But I don't quite get the font change, what does that do, I see no difference?
Possibly it's a raster like pattern in the former font? That could be YT Compression artifacts though...
Sorry for the naive question, is your code compatible on UNIX systems?
Love your videos!
Hi Partisan Puff, thanks! Off the shelf it is not compatible. However a few of us on the discord are working on an SDL version. I try to make the algorithms and concepts cross platform and cross language, but the consoles are very different on unix and Windows. Watch this space though!
mine says the end of my switch loops curly bracket is a syntax error?? how come?
edit:Turns out i needed a "break;" after the default to make it work. Thanks Dave.
Another question what if I want use an image from another software such as Adobe Photoshop, Lightwave 3D or even Hitfilm Pro?
The easiest way is to convert png files to the spr file format I use in the console. It might be easier for you to start with olcPixelGameEngine, its the same in everyway but uses conventional image formats.
Trying to implement in Java, everything seems interpretation-able except collision left and up collision work fine right collision heads down and down collision heads right??? so frustrating :( using same collision If's but using a tick(up,down,left,right) and render(Graphics2D g) system also separated player and level logic into respective classes any idea what might be wrong can post code/project if needed - great vids btw
I don't understand why, but sometimes when Jario moves fast and the program starts to get laggy, then Jario is able to break the collision rules, for example he can get through walls.
Is it an implementation problem?
Notice that I've had to reduce the size and the resolution of the screen, in the original resolution 256X240 with size 4x4 the program opens up just a narrow black square.
Thank you!
Awesome! Nintendo does not get ungry with you, yet!
Even though I’m way too late,
How do I include the olc into my program? I downloaded the old game engine in a zipped file but I don’t know how to include into the program. Thanks!
You only need the header file, just copy it into your project folder and include it in your program.
I really love the video and the simple approach to collisions. I'm implementing it in Lazarus/FPC wich is what i have and i'm used to (planning a small game for my kid). I wonder if the collision detection can work if the tile and the character hit-box are different sizes because all calculations are done in the unit-less space.
Maybe if sprites are a multiple of the tiles? For example if the sprite is 2 "units" tall and 1 "unit" wide (I'm thinking in a small Jario / big Jario situation).
Hi and thanks Zobook, you can use different size sprites to tiles and it should all work ok, until... You use a sprite that is at least 3 tiles high. I only check the four corners of the sprite so it is very possible a tile could fall in between the corners.
@@javidx9 thanks, so we are safe in the 2x1 sprites. I'm trying with a sprite that is 1.5 tile high but the hitbox is 1 tile high, the image overlap a little but is a satisfactory solution
If you have some trouble with the non pixel perfect (0.9f) approach (like I do), a simple workaround is to ignore the (bottom tile for x detection || right tile for y detection) if you're currently on a tile (no decimal position).
Which leads to something like that:
bool ignoreBottomTile = ((int)(player->getOldPosition().y) - player->getOldPosition().y == 0);
Tile* nextTile = ignoreBottomTile ? nullptr : map->getTile(player->getPosition().x + 1.0f, player->getOldPosition().y + 1.0f);
if(previousTile != nullptr && previousTile->isSolid() || nextTile != nullptr && nextTile->isSolid()){ misplacementCorrection()}
It really is a psychorigid problem, but some may be... :s
Anyway, keep the good work on those tutorials, they are awesome !
Is this c++ or C# have to specifically make a game using visual studio 2017 and monogame and it has to be done in C#
Really great idea about doing a video on Super Mario👍🏻
i came to this one from the 3d graphics engine one and now i want to make a platformer with 3d graphics and physics like you would see from a company. T_T it's gonna be hard but someday.
Kyle, just keep reminding yourself the computer will only do what you tell it to do - nothing is impossible. Good luck with your projects!
Does anyone know if games like Geometry Dash or The Impossible Game are tile-based (do they use huge 2d arrays to represent entire levels)? Or are they made in a different way?
Hmm I was thinking can you show how to go down pipes to get to secret areas?
sorry i have a question , what engine is this? sdl, allegro? or something write from you on c++?
Hey, this is the Console Game Engine - its something I created, that runs in the Windows command prompt. Ive a number of videos about it on this channel.
javidx9 great i m new here i like your channel. Thanks.
Hey, start here! czcams.com/video/u5BhrA8ED0o/video.html
Hi!
Thank you so much for this video, it's really helpfull :)
However, I have a question: I'm running my code on visual studio, I included the olcConsoleGameEngine.h to my project, but I don't know why, when I run the program, Visual Studio just stops working, and the window from the console does not open properly (it's really tiny)... Do you know where this could come from? Because it appears I don't have any errors in my code :/
Again thank you so much for your videos!
Hi Copperfox, this sounds like its struggling to create a console of the required dimensions! Firstly, which OS are you using, and secondly, what is your primary display (monitor) resolution? Thanks, I'm pleased you found the video informative, and I'll try to get you up and running!
I'm with Windows 10, i'm using visual studio 2017 and my display resolution is 1536 x 864
Thank you for your quick reply!
Ok that might be your problem. That program defaults to 256x240 with a 4x4 pixel. This means you need at least 960 pixels in order to create the console. Fortunately, if you specify the pixel size to be 2x2 where the ConstructConsole function is called it should fit.
That was the problem, it's working now, thank you so much!
Hi, I love your videos!
I had a little issue. When I pass the parameters into the game.ConstructConsole(160,120,8,8)
It gives me an error of screen and font size too large. The only work around this is by using 80,60,4,4 but that makes my window very small.
How can I solve this?
Hello, It depends on the size of your desktop resolution. 160,120,8,8 needs a 1280x960 display. Some laptops wont have this. So you can try reducing the font size (4,4) to (2,2) and keep the original resolution intact.
@@javidx9 thank you so much!
It works great now and I made my first game thanks to you. It helped me clear a lot of my concepts of C++
Cheers
Love your videos. I'd also appreciate if you could do a video talking more about game engines and perhaps how they work compared to your OlcGameEngine.. not sure how much of a viable topic that is, to be honest, just a suggestion (y)
Firstly Thanks! Hmmm, comparing other engines would make a good video, but its a great deal of work. That said, the community surrounding this channel are using all sorts of engines, so I could consult with them. In principle there will not be much difference (at the most fundamental level), but modern engines will have very sophisticated tricks to help with asset management - something I dont (and dont need to) care about. You've given me an idea!
I'm actually more intrigued to see how the 'transfer' from a console to more powerful graphical interfaces works.
You know what, that's a good thing to demonstrate and perhaps the time is right to show people that taking the leap from my simple engine to a more complicated one is not that difficult. I'll add this to the list.
Thanks!
Hey, very nice video, quick question does this program runs with only 1 cpp and 1 heather file (the engine) on the console game solution? or does it also needs to have the sprite editor, relay servers etc...
Its just the two files.
@@javidx9 Thanks Mate :)
What typ of project did you use?
How can I start to learn from your videos? I watched some videos but I dont really understand completely. Should I learn C++ first and then move to your videos later?
Hi Khanh, thats a great question! Admittedly, my videos probably do require that you are familiar with programming basics. I try to create programs and algorithms that can be easily implemented in other languages - the fact I use C++ is secondary. At the same time I hope to demonstrate that C++ is not to be feared, and is a valid entry level language too. If you are not familiar with C++ then yes, try and understand the very basic syntax and variable types, and then attempt some of the shorter, simpler videos first, like Snake! Most of the difficulty comes form some of the API functions I use, which is not a C++ problem, more of a platform issue. Good luck!
javidx9 Hi javidx9, thank you so much
khanh chung I really recommend starting to the learn the basics from cplusplus.com
Great tutorial, however I am having an issue with the program. Whenever I try to debug the program, it just creates a very small window with nothing on it, and the output says the program exited with a code of 0. How should I approach this?
Thanks Rafay, sounds like the console that is too big for your display. Try halving the fontw and fonth values in construct console function.
I'm pretty new to all this have to say but one think that getting me is I'm spending so much time watching tutorials and trying my best to learn these things while not wanting to directly copy someones code while learning it. i watch your video along and am typing in the code as you do but then i see on the page you have posted that i could just copy and past the code over but that is lame its going to take forever for me to know coding enough to be able to just code something without looking up someone else formula. For now its fun i guess to follow along typing in the code getting familiar with what each line dos and then making my own art to put into the game so yeah I'm following someone else code but I'm putting my own spin on it with my art.
How are you getting so many frames per second? VS isn't using much of my resources and I'm getting between 30-40 fps constantly.
Edit: chaning from debug to release mode increases your frames
what did you use to make this, in NetBeans
Any tips if I want to add slopes to this project?
*O O F*
Slopes pretty much break the concept; that's when you need geometry. You'd need special tiles, special character sprites for up/downslope action, and collision test that work on 2y + x (if your slopes are half a tile high and a tile wide) and 2y - x.
The many issues with slopes are the reason why some platformers use fans or magnets to exert lateral forces; they do so without upsetting the underlying geometry.
@@achtsekundenfurz7876 thank you
can i do the same thing with c++ and unity ? or is that over kill
Am interested in making a game but know nothing of C++ can you please give me advise on what I need to learn? An software I need to get?
Hi Raymond, it depends on the scope of the game you want to make, but if you are just starting out keep it simple! Start with basics loops and control before moving onto topics like OOP. You will really need the basics down to a solid understanding. I use Visual Studio to program in C++, its free, but C++ can be a bit fiddly at first. Many people have a lot of success starting with Python as its got lots of utilities and tools already made to get games up and running quickly.
can you please give a link for download mario image u use please
How do you handle slopes in a tile-based game?
I have just downloaded the olcConsoleGameEngine.h and OneLoneCoder_PlatformGame1.cpp files, and added both to my solution. As a beginner C++ programmer, I was surprised to see no errors occurring. However, the result is not as expected: I can only see a part of the level, with a blue background and the blocks in black, without any user input possible. Could you please take a look at what could cause this? Perhaps VS2019 requires some different code? I have a Windows 10 machine btw.
You need the spr files too that contain the image dats
@@javidx9 Thank you!! It works
I'll try to code it myself now :)
I wonder if you could port these to other CMD accessible languages like C# or others.
Hi Guzma, you can and some have. Check out the community showcase video!
Oh boy, my inner nerd is trembling in joy that I wasn't the only one who thought of it!
what type of file did you use
Please, how can i make the same in c#?
Hi. Thanks a lot, solve some problems in my collision detection routines.
I'm sure you won't see that comment after two years of publishing but...well :)
One question about the code on line 220 : why do you test "less or equal to zero ?" :
if (fPlayerVelX 0) { //right... }
I think it's a "speed coding" line with no real slow down on performance (on PC at least) but i'm a perfectionist so may be i'm wrong ?
Another thing makes me perplex.. speed Y is camped at +100 / -100, i don't know the "fElapsedTime" value (may be 0.02 ?) cause i'm using another platform but it can be greater than 1 then greater than one tile and we can "pass through" some tiles vertically ? Am i wrong ?
See no offense , i'm developping games for fun and have to learn "game specific" part of development so it's real question :)
Thanks again for sharing your knowledge !
help please
am using this tutorial and downloaded all the files like have been said and typed the code identically to the tutorial but it keeps giving errors that certain codes like the GetKey codes are undefined
what should i do i am so lost
Did you add the olcConsoleGameEngine.h file in the project map and then added the olcConsoleGameEngine.h file via the solution explorer to the header file?
sprite render and loader is this:i.imgur.com/gobGZDr.png or this:i.imgur.com/UggYUFJ.png
more explication: i.stack.imgur.com/m4C1T.png
Option B, I always loop x outside, y inside.