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  • Add Eclipse to Unity Dock in Ubuntu 12.04

    - by csilk
    I'm using the following eclipse.desktop file [1] on the Unity dock but I keep seeing the following error [2] in the ".xsession-errors" file everytime I click the Eclipse icon. Are there any ideas why this is happening? [1] [Desktop Entry] Encoding=UTF-8 Name=Eclipse Comment=Java IDE Exec=/bin/sh /home/USERNAME/eclipse/eclipse Icon=/home/USERNAME/eclipse/icon.png Categories=Application;Development;Java;IDE Version=1.0 Type=Application Terminal=0 [2] /home/USERNAME/eclipse/eclipse: 5: /home/USERNAME/eclipse/eclipse: Syntax error: "(" unexpected

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  • Automatically change resolution when not in dock

    - by jwir3
    I have Ubuntu 11.04 (yep, I know it's old news) on my Lenovo W520. At home, I have a dock with dual monitors. I have a pretty decent setup - things work almost perfectly (hence the reason I'm reluctant to upgrade... that and I'm not 100% sold on Unity). Anyway, the only annoyance I have is that when I'm on travel, I use the laptop screen. When I un-dock the laptop, I need to manually go into nvidia x-server settings and change the resolution from 'Auto' to 1920x1200, or it will think I have two screens, and my mouse pointer will be able to go way off the left side of the screen. This isn't a big deal, but I need to do it every time I restart the x-server (so if I reboot, or have to kill it, etc...) What would be really nice is if there was a way for it to automatically detect whether or not there is external monitors (which it seems to do already), and switch into the mode I select, depending on which monitors are connected. Is there any way to accomplish this? I've posted my xorg.conf file for reference. # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 270.29 (buildd@allspice) Fri Feb 25 14:42:07 UTC 2011 # nvidia-xconfig: X configuration file generated by nvidia-xconfig # nvidia-xconfig: version 275.19 ([email protected]) Tue Jul 12 18:35:38 PDT 2011 #Section "Monitor" # Identifier "Monitor1" # VendorName "Lenovo" # ModelName "ThinkpadLCD" # #HorizSync 28.0 - 33.0 # #VertRefresh 43.0 - 72.0 # #Option "DPMS" #EndSection Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "InputDevice" Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "DELL U2410" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro 1000M" Option "RegistryDwords" "EnableBrightnessControl=1" EndSection Section "Screen" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+120, DFP-6: nvidia-auto-select +1920+0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+120, DFP-5: nvidia-auto-select +1920+0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +1920+419, DFP-5: nvidia-auto-select +3840+0, DFP-6: nvidia-auto-select +0+0" # Removed Option "metamodes" "DFP-5: nvidia-auto-select +0+0, DFP-6: 1920x1200 +1920+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "NoLogo" "True" Option "TwinViewXineramaInfoOrder" "DFP-0" Option "TwinView" "1" Option "metamodes" "DFP-5: nvidia-auto-select +1920+0, DFP-6: 1920x1200 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection

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  • eclipse plugin not loading dll due to long path

    - by user113018
    I am building an eclipse plugin (a notes plugin, but its a eclipse plugin in the end). One of the plugins my plugin depends on needs to load a native dll. The problem is, that fails depending on where in the disk such dll is. If it is longer than a certain threshold I get the error below java.lang.UnsatisfiedLinkError: nlsxbe (The filename or extension is too long. ) at java.lang.ClassLoader.loadLibraryWithPath(ClassLoader.java:952) at java.lang.ClassLoader.loadLibraryWithClassLoader(ClassLoader.java:921) at java.lang.System.loadLibrary(System.java:452) at lotus.domino.NotesThread.load(Unknown Source) at lotus.domino.NotesThread.checkLoaded(Unknown Source) at lotus.domino.NotesThread.sinitThread(Unknown Source) at com.atempo.adam.lotus.plugin.views.TopicView.createPartControl(TopicView.java:609) I have added the path to Path env var, and also registered the dll to no avail. My env is Ms vista profesional, java1.5, eclipse3.4 (and lotus 8) Anyone out there have a clue? Many thanks in advance.

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  • Error when running a GWTTestCase using maven gwt plugin

    - by adancu
    Hi, I've created a test which extends GWTTestCase but I'm getting this error: mvn integration-test gwt:test Running com.myproject.test.ui. GwtTestMyFirstTestCase Translatable source found in... [WARN] No source path entries; expect subsequent failures [ERROR] Unable to find type 'java.lang.Object' [ERROR] Hint: Check that your module inherits 'com.google.gwt.core.Core' either directly or indirectly (most often by inheriting module 'com.google.gwt.user.User') Tests run: 1, Failures: 0, Errors: 1, Skipped: 0, Time elapsed: 2.1 sec <<< FAILURE! GwtTestMyFirstTestCase.java is in /src/test/java, while the GWT module is located in src/main/java. I assume this shouldn't be a problem. I've done everything required according to http://mojo.codehaus.org/gwt-maven-plugin/user-guide/testing.html and of course that my gwt module already has com.google.gwt.core.Core indirectly imported. http://maven.apache.org/maven-v4_0_0.xsd" 4.0.0 com.myproject main jar 0.0.1-SNAPSHOT Main Module <properties> <gwt.module>com.myproject.MainModule</gwt.module> </properties> <parent> <groupId>com.myproject</groupId> <artifactId>app</artifactId> <version>0.1.0-SNAPSHOT</version> </parent> <dependencies> <dependency> <groupId>com.myproject</groupId> <artifactId>app-commons</artifactId> <version>0.0.1-SNAPSHOT</version> </dependency> <dependency> <groupId>com.google.gwt</groupId> <artifactId>gwt-dev</artifactId> <version>${gwt.version}</version> <scope>provided</scope> </dependency> </dependencies> <build> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-dependency-plugin</artifactId> <configuration> <outputFile>../app/src/main/webapp/WEB-INF/main.tree</outputFile> </configuration> </plugin> <plugin> <groupId>org.codehaus.mojo</groupId> <artifactId>gwt-maven-plugin</artifactId> <executions> <execution> <goals> <goal>test</goal> </goals> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-jar-plugin</artifactId> <configuration> <classesDirectory> ${project.build.directory}/${project.build.finalName}/${gwt.module} </classesDirectory> </configuration> </plugin> </plugins> </build> Here is the test case, located in /src/test/java/com/myproject/test/ui public class GwtTestMyFirstTestCase extends GWTTestCase { @Override public String getModuleName() { return "com.myproject.MainModule"; } public void testSomething() { } } Here is the gwt module I'm trying to test, located in src/main/java/com/myproject/MainModule.gwt.xml: <inherits name='com.myproject.Commons' /> <source path="site" /> <source path="com.myproject.test.ui" /> <set-property name="gwt.suppressNonStaticFinalFieldWarnings" value="true" /> <entry-point class='com.myproject.site.SiteModuleEntry' /> Can anyone give me a hint or two about what I'm doing wrong? Thanks in advance.

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  • Chrome plugin removal

    - by kambamsu
    Hi, I'm writing an NPAPI plugin. In every webpage that the browser goes to, I inject my plugin with an object tag. Something like: <object id="myplugin" type="plugin-mime-type" > In some pages where i dont want it, after injection i remove it by finding the element using the id and doing a document.removeChild. From my logging i found that in firefox and opera, doing this automatically calls the plugin destroy method NPP_Destroy (NPAPI). But in chrome, it doesnt seem to call it. Is there any special way that i should remove a plugin in chrome that i am missing?? Any help would be appreciated. Thanks

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  • Maven easyb plugin java heap space settings?

    - by vinnu
    Hi, I attempted to change my heap size for maven easyb plugin http://www.easyb.org/maven-easyb-plugin/. In my easyb test I added standard code to print the heap size using the code Runtime.getFreeMemory() and Runtime.getTotalMemory(). I tried setting the MAVEN_OPTS=-Xmx1024m -Xms1024m and also set the maven opts in Maven surefire plugin. Now when I run the same class from the Junit I can see the getTotalMemory() displaying a number close 1Gig but the when the same classes are invoked from easyb plugin they do not reflect the memory size. Shouldn't there be a way of passing JVM opts to maven easyb plugin when it runs these easyb tests? At the very minimum it should atleast pick up the MAVEN_OPTS settings from the environment. Has someone bumped into problems like this? (A search on this group's archive does not reveal much)

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  • 2D Tile-Based Concept Art App

    - by ashes999
    I'm making a bunch of 2D games (now and in the near future) that use a 2D, RPG-like interface. I would like to be able to quickly paint tiles down and drop character sprites to create concept art. Sure, I could do it in GIMP or Photoshop. But that would require manually adding each tile, layering on more tiles, cutting and pasting particular character sprites, etc. and I really don't need that level of granularity; I need a quick and fast way to churn out concept art. Is there a tool that I can use for this? Perhaps some sort of 2D tile editor which lets me draw sprites and tiles given that I can provide the graphics files.

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  • Tile-based maps in AS3

    - by Ashley
    I want to make a tile-based platformer in AS3. I want my game to read an external maps file (in xml or json or somethimg similar) to draw a tile-based map. I've seen loads of tutorials for this in AS2 and other languages, and the few I've found in AS3 are either incomplete or filled with extra unnecessary features. I just want to be able to draw a basic map from sprites in Flash. Any links or information to point me in the right direction would be appreciated.

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  • Arrays for a heightmap tile-based map

    - by JPiolho
    I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get borders structured. For the tiles, I have a [Map Width * Map Height] sized array. For corners I have [(Map Width + 1) * (Map Height + 1)] sized array. I've already made up the math needed to access corners from a tile, but I can't figure out how to store and access the borders from a single array. Tiles store the type (and other game logic variables) and via the array index I can get the X, Y. Via this tile position it is possible to get the array index of the corners (which store the Z index). The borders will store a game object and accessing corners from only border info would be also required. If someone even has a better way to store these for better memory and performance I would gladly accept that. EDIT: Using in C# and Javascript.

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  • The best tile based level design [on hold]

    - by ReallyGoodPie
    My current method for tile based levels is to put everything in an array like the following: grass = g sky = s house = h ... """ ["SSSSSSSSSSSSSSSSSSSSSSSSSSSSSS"], ["SSSSSSSSSSSSSSSSSSSSSSSSSSSSSS"], ["HHHHHHHHHHHHHHSSSSSSSSSSSSSSSS"], ["GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG"], """ I would then run a for loop to pass these on to a sprite class, bliting the images to the screen. This is what I'd generally do in pygame when I am creating levels for a tile based RPG's. However, as I've gone on, I have added allot more sprites and image and it is seriously becoming more and more confusing to work with this and allot of mistakes are being made. What is the best alternative or other methods for doing this?

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  • Making organic 2D tilemaps for tile based games...

    - by Codejoy
    So I have always wondered how one makes a nice (not so squarish) 2d tile map, is it possible? all games now days I think use textured polygons...but my game engine (and engine) doesn't support that to my knowledge. But it does support nice TMX files generated by mapeditor.org's Tiled Map Editor. Though in my game I want nice twisting and turning caverns to traverse ... I was wondering some ideas on such a process... is it in the art style? The type of tile engine? both? So what are some common techniques?

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  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

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  • Handling buildings in isometric tile based games

    - by MustSeeMelons
    A simple question, to which i couldn't find a definitive answer - how to manage buildings on a tiled map? Should the building be sliced in to tiles or one big image? EDIT: The game is being built from scratch using C++/SDL 2.0, it will be a turn based strategy, something like Fallout 1 & 2 without the hex grid, a simple square grid, where the Y axis is squished by 50%. Buildings can span multiple tiles, the characters move tile by tile. For now, the terrain is completely flat. Some basic functionality is in place, so I'm aiming to advancing the terrain and levels them selves - adding buildings, gates, cliffs, not sure about the elevation.

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  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

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  • Units in tile world

    - by Vilzow
    I've started to make a 2D sidescroller, the camera and world rendering works as I expect, but now comes the physics part of world. What I need is that one tile in x direction (or y direction) should correspond to 1 meter. Since I have a variable time step (android mobile game), I can't figure it out, since the timing and velocity always will be dependent of the device. So, is there any good way to make one tile to correspond 1 meter? This would be good, otherwise the physics implementation would later be weird.

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  • Isometric tile range aquisition

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bot left and bot right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? I've linked a picture of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • Windows 8 Style Ultimate Tile Theme Backgrounds [Wallpaper Pack]

    - by Asian Angel
    Are you excited about Windows 8? Then add a Windows 8 Tile look to your desktop with this awesome wallpaper pack! Note 1: The wallpapers are set up in a .themepack format but can be easily opened/unzipped with a file zipping software such as IZarc, 7-Zip, PeaZip, etc. Note 2: The wallpapers come in two groups. Group #1 (1920*1080) comes with red, yellow, green, blue, and black wallpapers while Group #2 (1728*1080) comes with red, yellow, green, and blue wallpapers. Ultimate Tile Themepack [deviantART] What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • which tile size to choice for 16-bits [on hold]

    - by billy
    Before I make my 16-bits game, I want to clear some stuff up so I dont run into problems later. first question: when making a 16-bits game all i need to do is have 16-bit sprites image(.png or .jpg)? and for 8-bits it is .gif 2nd question is: which tile size is good for 16-bits or it doesnt matter? Right now I am using 30x30 pixels for map tile set. and 40x40 pixels for player, enemies etc.. 3rd question is: what is screen size for 16-bits in most games? I am using 640x480 pixels.

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  • Running custom JAXB2 plugins using Maven JAXB 2.x Plugin

    - by nadouani
    I would like to generate JAXB Java classes using the Maven JAXB 2.x plugin http://static.highsource.org/mjiip/maven-jaxb2-plugin/generate-mojo.html To declare the custom JAXB plugins I would execute during the generate process, I used the "args" element like below: <plugin> <groupId>org.jvnet.jaxb2.maven2</groupId> <artifactId>maven-jaxb2-plugin</artifactId> <version>0.7.4</version> <executions> <execution> <goals> <goal>generate</goal> </goals> </execution> </executions> <configuration> <extension>true</extension> <args> <arg>-Xinheritance</arg> <arg>-XtoString</arg> </args> ... </configuration> ... </plugin> The issue is that the maven generate process is failing with the following error: Failed to execute goal org.jvnet.jaxb2.maven2:maven-jaxb2-plugin:0.7.4:generate (default) on project was: Error parsing the command line [[Ljava.lang.String;@1ad4a1ae] Any idea on how to specify the args values? Thanks

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  • collectd does not work

    - by bery
    I have installed collectd-5.0.0 on Fedora12 server and would like to run its service for receiving data from clients. I have enabled network plugin and rddtool plugin as commented: collectd.conf in server: BaseDir "/opt/collectd/var/lib/collectd" LoadPlugin "logfile" LoadPlugin network LoadPlugin rrdtool <Plugin network> Listen "192.168.8.37" "25826" </Plugin> collectd.conf in client: LoadPlugin logfile LoadPlugin cpu LoadPlugin network LoadPlugin memory <Plugin network> Server"192.168.8.37" "25826" </Plugin> collectd.log in server: [2011-08-03 02:36:04] Exiting normally. [2011-08-03 02:36:04] rrdtool plugin: Shutting down the queue thread. [2011-08-03 02:36:04] network plugin: Stopping receive thread. [2011-08-03 02:36:04] network plugin: Stopping dispatch thread. [2011-08-03 02:37:11] Initialization complete, entering read-loop. collectd.log in client: [2011-08-02 17:31:44] Initialization complete, entering read-loop. results thst execute netstat on server: netstat -ulpn | grep 25826 udp 0 0 192.168.8.37:25826 0.0.0.0:* 4744/collectd problem: but there is noting in "/opt/collectd/var/lib/collectd/" on ser yes,I move the port number of "25826" as your propose(But I think this is the default port for coolectd).there is no rdd files recived on server. collectd.log in client collectd [2011-08-03 10:01:36] plugin_read_thread: Handling memory'. [2011-08-03 10:01:36] plugin_read_thread: Handlingcpu'. [2011-08-03 10:01:36] plugin_dispatch_values: time = 1312380096.431; interval = 10.000; host = uml; plugin = memory; plugin_instance = ; type = memory; type_instance = used; [2011-08-03 10:01:36] plugin_dispatch_values: time = 1312380096.431; interval = 10.000; host = uml; plugin = cpu; plugin_instance = 0; type = cpu; type_instance = user; [2011-08-03 10:01:36] uc_update: uml/memory/memory-used: ds[0] = 280412160.000000 [2011-08-03 10:01:36] plugin: plugin_write: Writing values via network. [2011-08-03 10:01:36] uc_update: uml/cpu-0/cpu-user: ds[0] = 0.100008 [2011-08-03 10:01:36] plugin: plugin_write: Writing values via network. [2011-08-03 10:01:36] plugin_dispatch_values: time = 1312380096.431; interval = 10.000; host = uml; plugin = memory; plugin_instance = ; type = memory; type_instance = buffered; [2011-08-03 10:01:36] plugin_dispatch_values: time = 1312380096.431; interval = 10.000; host = uml; plugin = cpu; plugin_instance = 0; type = cpu; type_instance = nice; [2011-08-03 10:01:36] uc_update: uml/memory/memory-buffered: ds[0] = 344182784.000000 [2011-08-03 10:01:36] plugin: plugin_write: Writing values via network. [2011-08-03 10:01:36] uc_update: uml/cpu-0/cpu-nice: ds[0] = 0.000000 [2011-08-03 10:01:36] plugin: plugin_write: Writing values via network. [2011-08-03 10:01:36] network plugin: flush_buffer: send_buffer_fill = 1340 [2011-08-03 10:01:36] network plugin: network_send_buffer: buffer_len = 1340 ... [2011-08-03 10:01:36] plugin_read_thread: Next read of the cpu plugin at 1312380106.429064774. collectd.log in server collectd: [2011-08-03 20:18:08] type = network [2011-08-03 20:18:08] type = rrdtool [2011-08-03 20:18:08] network plugin: sockent_open: node = 192.168.8.37; service = 25826; [2011-08-03 20:18:08] fd = 3; calling bind' [2011-08-03 20:18:08] Done parsing/opt/collectd//share/collectd/types.db' [2011-08-03 20:18:08] interval_g = 10; [2011-08-03 20:18:08] timeout_g = 2; [2011-08-03 20:18:08] hostname_g = localhost.localdomain; [2011-08-03 20:18:08] Initialization complete, entering read-loop. It looks like, data is sending but doesn't be recived. Where is the mistake?

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  • IDE hard drive and a SATA Dock

    - by admintech
    I bought a very nice SATA dock for my computer, plug and play and you just plug the drive into the dock and you can access the data. I have since then found an IDE drive i wish to access, but cant figure out how to do it, as i would guess i need, one cable converting IDE to SATA and one cable to plug it into a SATA power connection. Dock = http://tiny.cc/dc5ie

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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