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	<title>Comments on: Akihabara Tutorial, Part 3: Basic Mapping</title>
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	<link>http://bostongamejams.com</link>
	<description>The home of Immigration Jam, DINO Jams, Akihabara tutorials, and more</description>
	<lastBuildDate>Fri, 20 Apr 2012 12:42:02 +0000</lastBuildDate>
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		<title>By: Darius Kazemi</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-3851</link>
		<dc:creator>Darius Kazemi</dc:creator>
		<pubDate>Fri, 20 Apr 2012 12:42:02 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-3851</guid>
		<description>That&#039;s a good question -- I&#039;m not sure. Something that might help you is I wrote a detailed description of how the tile collision code works in Akihabara. You can read it here: &lt;a href=&quot;https://gist.github.com/1019000&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/1019000&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>That&#8217;s a good question &#8212; I&#8217;m not sure. Something that might help you is I wrote a detailed description of how the tile collision code works in Akihabara. You can read it here: <a href="https://gist.github.com/1019000" rel="nofollow">https://gist.github.com/1019000</a></p>
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	<item>
		<title>By: Eddie</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-3849</link>
		<dc:creator>Eddie</dc:creator>
		<pubDate>Fri, 20 Apr 2012 11:39:37 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-3849</guid>
		<description>When I leave the colh to half, and when I collide with a top wall, and when I&#039;m going too fast my player tends to jump to the left. This doesn&#039;t happen when the frames are rendering slowly. Is this because of how it finds the next position it can go on?</description>
		<content:encoded><![CDATA[<p>When I leave the colh to half, and when I collide with a top wall, and when I&#8217;m going too fast my player tends to jump to the left. This doesn&#8217;t happen when the frames are rendering slowly. Is this because of how it finds the next position it can go on?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Darius K.</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-2424</link>
		<dc:creator>Darius K.</dc:creator>
		<pubDate>Thu, 29 Dec 2011 15:31:25 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-2424</guid>
		<description>I don&#039;t think null is required. It&#039;s just a mapping function -- you could leave null in there, set it to some random character like ~, and just never use ~ in your map. Or, just skip the [null, &#039; &#039;] and do something like:

 [ [0, &#039; &#039;], [1, &#039;X&#039;] ]

Where the 0-tile is your standard background tile. Or whatever else you want. It can be any configuration you like.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think null is required. It&#8217;s just a mapping function &#8212; you could leave null in there, set it to some random character like ~, and just never use ~ in your map. Or, just skip the [null, ' '] and do something like:</p>
<p> [ [0, ' '], [1, 'X'] ]</p>
<p>Where the 0-tile is your standard background tile. Or whatever else you want. It can be any configuration you like.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John Rockefeller</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-2397</link>
		<dc:creator>John Rockefeller</dc:creator>
		<pubDate>Thu, 29 Dec 2011 03:38:45 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-2397</guid>
		<description>Great tutorials. Thank you ever so much for these.

I&#039;m wondering, though, how to eliminate the &#039;null&#039; value in my asciiArtToMap parameter. I want every tile covered with an image in my tilemap. No nulls!

If null is required, is there a way to specify an image for null rather than being empty?</description>
		<content:encoded><![CDATA[<p>Great tutorials. Thank you ever so much for these.</p>
<p>I&#8217;m wondering, though, how to eliminate the &#8216;null&#8217; value in my asciiArtToMap parameter. I want every tile covered with an image in my tilemap. No nulls!</p>
<p>If null is required, is there a way to specify an image for null rather than being empty?</p>
]]></content:encoded>
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	<item>
		<title>By: Jaydeep</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-1443</link>
		<dc:creator>Jaydeep</dc:creator>
		<pubDate>Sat, 24 Sep 2011 17:18:13 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-1443</guid>
		<description>its all good, but sadly, theres no documentation on using PAD for touch based devices like iDevices and Android. Sadly will have to give up working on this and look for some other library which has good documentation.</description>
		<content:encoded><![CDATA[<p>its all good, but sadly, theres no documentation on using PAD for touch based devices like iDevices and Android. Sadly will have to give up working on this and look for some other library which has good documentation.</p>
]]></content:encoded>
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	<item>
		<title>By: Darius Kazemi</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-92</link>
		<dc:creator>Darius Kazemi</dc:creator>
		<pubDate>Thu, 05 Aug 2010 14:04:25 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-92</guid>
		<description>The &#039;map&#039; argument is the ID of the tilemap itself. In our map object we have an array, map.map (the second map being the tilemap).

In theory we could change the name to map.tilemap and then we&#039;d change that third argument in the call to &#039;tilemap&#039;, but the problem is that there is a lot of code in Akihabara that just assumes that the array is called map.map. For a future version of Akihabara we should either hardcode it to map.map (and get rid of the confusing third argument), or make everything more flexible.</description>
		<content:encoded><![CDATA[<p>The &#8216;map&#8217; argument is the ID of the tilemap itself. In our map object we have an array, map.map (the second map being the tilemap).</p>
<p>In theory we could change the name to map.tilemap and then we&#8217;d change that third argument in the call to &#8217;tilemap&#8217;, but the problem is that there is a lot of code in Akihabara that just assumes that the array is called map.map. For a future version of Akihabara we should either hardcode it to map.map (and get rid of the confusing third argument), or make everything more flexible.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matt</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-91</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Thu, 05 Aug 2010 06:12:05 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-91</guid>
		<description>Hello! Thanks for your tutorials. Been following them and trying my hand on the framework.

I started expanding to include multiple tile layers and stumbled on this question:

In the tileCollision method like your example here: 
toys.topview.tileCollision(this, map, &#039;map&#039;, null, { tolerance: 6, approximation: 3 });

What does the third argument &#039;map&#039; signify?

Thanks again!</description>
		<content:encoded><![CDATA[<p>Hello! Thanks for your tutorials. Been following them and trying my hand on the framework.</p>
<p>I started expanding to include multiple tile layers and stumbled on this question:</p>
<p>In the tileCollision method like your example here:<br />
toys.topview.tileCollision(this, map, &#8216;map&#8217;, null, { tolerance: 6, approximation: 3 });</p>
<p>What does the third argument &#8216;map&#8217; signify?</p>
<p>Thanks again!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pqrks</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-66</link>
		<dc:creator>Pqrks</dc:creator>
		<pubDate>Wed, 28 Jul 2010 00:35:21 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-66</guid>
		<description>Thanks for the tutorials!  It makes the learning curve on this framework a lot easier.  Hopefully once I more fully understand the code I will be able to upload a few docs to contribute to the project.  Keep it up!

pqrkchqps</description>
		<content:encoded><![CDATA[<p>Thanks for the tutorials!  It makes the learning curve on this framework a lot easier.  Hopefully once I more fully understand the code I will be able to upload a few docs to contribute to the project.  Keep it up!</p>
<p>pqrkchqps</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Some reminiscences, some memories &#187; Blog Archive &#187; [翻译]Akihabara 指南，第三部分：基本的地图</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-49</link>
		<dc:creator>Some reminiscences, some memories &#187; Blog Archive &#187; [翻译]Akihabara 指南，第三部分：基本的地图</dc:creator>
		<pubDate>Wed, 07 Jul 2010 08:15:17 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-49</guid>
		<description>[...] 原文：http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/ [...]</description>
		<content:encoded><![CDATA[<p>[...] 原文：http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/ [...]</p>
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	</item>
	<item>
		<title>By: Some reminiscences, some memories &#187; Blog Archive &#187; [翻译]Akihabara 指南，第二部分：精灵的移动</title>
		<link>http://bostongamejams.com/akihabara-tutorials/akihabara-tutorial-part-3-basic-mapping/comment-page-1/#comment-46</link>
		<dc:creator>Some reminiscences, some memories &#187; Blog Archive &#187; [翻译]Akihabara 指南，第二部分：精灵的移动</dc:creator>
		<pubDate>Sat, 03 Jul 2010 13:53:34 +0000</pubDate>
		<guid isPermaLink="false">http://bostongamejams.com/?page_id=26#comment-46</guid>
		<description>[...] 指南系列  第一部分: 标题屏幕 第二部分: 移动一个精灵 第三部分: 基本的地图 第四部分: 卷动地图 第五部分: 敌人和 [...]</description>
		<content:encoded><![CDATA[<p>[...] 指南系列  第一部分: 标题屏幕 第二部分: 移动一个精灵 第三部分: 基本的地图 第四部分: 卷动地图 第五部分: 敌人和 [...]</p>
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