-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|678|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-




Jayenkai

Repetitive Tilemap Randomisation

22nd April 2023

Sometimes a tile map's texture can look awfully repetitive when you have very few art tiles, but there's nice ways to reduce the repetitiveness.
Any decent tile map engine should allow for flipping/mirroring of tiles, and if you can add rotation i*snip*


Jayenkai

Swirly Swoopy Baddy Waves

11th February 2022

Warning : Hastily written ''tutorial'' ahead.
I made a nice enemy swirly method yesterday, for a bog-standard Shoot-em-up, and figured others might like to use it.
First off, we'll start with an array.
[jse]Mode 1,2
Dim Baddy(20,20)
#CONST*snip*


Pakz

Line of sight - rays from player to area tile positions.

17th October 2020

[code]
//
// Line of sight or raycasting.
// The method I used is by taking an area around the player. In this area each tile is indexed. Than
// a invisible bullet is shot from the player position into the direction of this tile. The area underneat*snip*


Jayenkai

Looping Track Generation

17th October 2020

You know what's a pain in the arse?
Generating a looping track, that loops properly, and doesn't break.
Always trying to get the start and end points to join up is SUCH an annoying thing to code.
Yesterday whilst playing Mario Kart Live, I (for *snip*


Jayenkai

Expanded Grid Pathfinding

2nd January 2018

I'm sure there's a better name for this, which probably already exists, but this is a method that I've evolved since doing Army of Flags, and it seems to be working well for me and my enemies!
Thought I'd share.
(Image.png)
Assuming yo*snip*


Jayenkai

Cookie Information

11th June 2017

Obligatory Cookie Warning
SoCoder uses minimal cookies, but some people think it's important to disclose this, so I figured I should explain them properly...
The cookies used are as follows.
A single cookie is used to remember whether you've doc*snip*


Jayenkai

Advanced BBCode

18th October 2013

Enhance your post using special BBCode.


shroom_monk

Maths 101 - Episode 5: Line Intersection

3rd October 2013

How to detect line intersections with vector maths!


shroom_monk

Maths 101 - Episode 4: Linear Transformations

21st September 2013

Stretch, Shear and Rotate - you can do these to sheep; now learn how to do them to vectors!


shroom_monk

Maths 101 - Episode 3: Matrices

20th September 2013

What are matrices, and what can we do to them?


shroom_monk

Maths 101 - Episode 2: Vectors

19th September 2013

In this article, we'll look at vectors and some things you can do with them.


shroom_monk

Maths 101 - Episode 1: Basic Trigonometry

18th September 2013

A coding oriented introduction to trigonometry.


shroom_monk

Maths 101 - Episode 0: Degrees and Radians

18th September 2013

An introduction to a series of maths articles, starting with an overview of degrees and radians


Cower

Using GLFW with libdispatch on OS X

18th February 2013

How to properly use GLFW with libdispatch on OS X


Afr0

Scripting installers with NSIS

3rd April 2012

Learning the NSIS-script language


Afr0

Concurrency in C#

18th February 2012

Why concurrency in C# is awesome!


Afr0

Patching for MMOs: A general approach

13th February 2012

Description of a general approach to patching clients


HoboBen

Obstacks for low memory and high performance

21st January 2012

This article applies to C. In garbage collected languages, this is probably what NOT to do
When implementing a low-level data structure, e.g. linked list, hashmaps, it's common that individual elements are less than the smallest size malloc can allocate, *snip*


Jayenkai

Hilbert in Blitz

18th October 2010

Hilbert Curve
Never heard of these before Spinal mentioned them yesterday. They're kinda neat!
Since I'm procrastinating, and trying not to finish my first AGameAWeek game of the year, I figured I'd do it in Blitz.
...
So here's that..
It's a bit mes*snip*


waroffice

DNS and Hosting - Part 1

18th October 2010

A quick and dirty guide to hosting and DNS


Jayenkai

Jay creates ''Some Game''

14th October 2010

The random creation of a random game.


Afr0

How to write a readable program in C

11th October 2010

A 'follow by example' tutorial


Jayenkai

Quick Floor Tiles

1st September 2010

A super quick method to give your basic floor tiles a little more depth.


Jayenkai

A Pong for All Systems

11th May 2010

I've had this idea in mind for AGES, but haven't ever gotten around to it.
Since everyone seems to be in a helpful mood lately, here's your chance to help out with something.
[hr]
A Pong for All Systems is an effort to make the same game of pong, using *snip*


cthug

DOS Assembly Introduction

18th February 2010

A basic introduction in DOS assembly

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