Tile map is a technique of re-using small graphic pieces, tiles, over and over again to shape the game field.
-1
votes
1answer
104 views
Should I load a game map as a tile map or as an image map? [closed]
Which is better for game prototyping of a game map: a tile map or an image map? What are their respective pros and cons? Should I, in other words:
Load the map as a png and set collision points ...
-2
votes
2answers
116 views
How can I draw a map that is stored in arrays [closed]
I have spent over 12 hours with no avail trying to successfully draw my map.
The map is stored in an array called Tiles[]. Each value in Tiles can either be 4 numbers:
Grass
Stone
Water
Void (EMPTY ...
-3
votes
0answers
95 views
Collision Problems in 2D [closed]
I would love if somebody could steer me in the right direction with my problem here, I have a collision manager that is in charge of handling different types of collisions in my game's levels. At the ...
16
votes
1answer
363 views
Difference between “staggered” isometric and “normal” isometric tilemaps?
The Tiled Map Editor v0.9 recently added support for staggered tilemaps in addition to its usual isometric tilemap support.
What are the exact technical differences between these two types of ...
0
votes
0answers
44 views
SFML tmx map loader for isometric view
To load a tmx map in SFML which way will be flexible and optimal , use sfml maploader to load the map (http://sourceforge.net/projects/tiledsfmlloader/) or use tmx parser and then load it into SFML . ...
0
votes
0answers
34 views
Xna problem drawing tIDE map
So i was trying to add tIDE to my project but i hit a Keyntfoundexception
map.Draw(mapDisplayDevice, viewport);
Any help would be usefull here is the rest of the class:
using System;
using ...
0
votes
1answer
129 views
Is caching tiles like this a good idea?
I have a 2d int array which represents tiles on level like this:
0000000000000000000000
0000000000000000000000
0000000000000000000000
1111111111111111111111
I have a tileset vector, where each ...
10
votes
4answers
598 views
Did old games like Golden Axe or Street or Rage use tilemaps? [closed]
I am wondering if old games like Golden Axe (genesis) or street of Rage (genesis) used tilemaps or background bitmaps for the levels.
I could not find any resource that explain this and searching ...
0
votes
2answers
89 views
How to display height information in tilemap
I want to create a hexagonal tilemap and show regions of different height in the same screen. What ways can you think about to indicate which height a tile is on. (current, lower, higher?)
Several ...
-9
votes
3answers
72 views
Where can I find a chess tileset? [closed]
I can't seem to find a chess tileset! Not even a bad one. I've looked in a few places but can only find chess pieces arbitrarily sized
0
votes
1answer
96 views
Pygame 2D Scrolling Map
I have currently a pygame program that stores tiles in a 2d list like
[[1,1,1]
[1,1,1]
[1,1,1]]
where the 1 is a tile object. I have the character centered in the middle of the screen, and I am ...
2
votes
2answers
156 views
Looking for an elegant way to represent fixed parts of a randomly generated level map
I'm coding from scratch a small experimental game on a medium-sized random rectangular square tile map. (Say, a map of a dungeon.)
There are several types of tiles (for example: floor, wall, monster, ...
1
vote
2answers
150 views
2D tilemap editor UI--how do I disable editing while save/load dialog is open?
I'm working on a basic 2D tilemap editor in C#/XNA. Currently, it displays the map through a picturebox through which XNA's output is being routed, and editing is accomplished through simply checking ...
1
vote
2answers
58 views
Cocos2d savegame cctmxtiledmap
my game features several tilemaps that are initially loaded from a tmx file and modified during gameplay.
How can I save the changed tilemaps in a save game? Will NSCoding do the trick here or is the ...
0
votes
1answer
30 views
Torque2D createTileLayer
The script reference "manual" is not much of a help. When I look up createTileLayer(tileCountX/tileCountY/tileSizeX/tileSizeY) it doesn't say more than it creates a new TileLayer.
But, in what unit ...
-1
votes
1answer
102 views
Tilemap collision detection strangeness [closed]
I have used this code, or code very similar to it, to detect collisions between rectangle shaped entities and a tilemap for a long time. When I read the code it seems to me that it is impossible for ...
4
votes
3answers
135 views
Labeling Areas on a map
I've been wondering how you would go about labeling an area on a 2D tile map. What I'd like to do is associate tiles with an area i.e Forest Area, Desert Area, etc.
Keep in mind this is an idea, so ...
6
votes
1answer
164 views
Elegant autotiling
I'm looking for information about how people implement autotiling in their tile-based games. So far I have always improvised it with a bunch of hardcoded "if ... else ..." statements, and now I ...
1
vote
1answer
56 views
Find connected hex of same color
I'm using Lua. I have a hex map. It is randomly generated into an table.
hexmap[y][x].color = "red"
I wish to find each "group" of hex's. i.e. all hex's of the same color that connect to each other ...
0
votes
3answers
260 views
Storing huge 2D tiled map in a txt file
I'm working on a global startegy game that uses a 2D tiled map. The map is to be 8000x8000 tiles large (this size is fixed, the map stays the way it is throughout the game), since I'm covering a large ...
3
votes
1answer
154 views
Change the tilemap shown on stage in Flixel
I am building a simple platformer using Flixel, beginning with the source code from Flixel creator's EZPlatformer . I would like to adjust the level's tilemap when the player sprite enters/overlaps ...
1
vote
1answer
28 views
Flixel level ceases to show on screen
I was following along with the EZPlatformer flixel tutorial(with some of my own modifications), and suddenly find that my level is not appearing on screen. I am unable to detect any changes I could ...
1
vote
1answer
187 views
How can I implement collision detection for these tiles?
I am wondering how this would be possible, if at all.
In the image below:
The light brows tiles are ground, while the dark brown is background, so the player can pass over those tiles.
Here's the ...
0
votes
0answers
51 views
Problem displaying tiles using tiled map loader with SFML
I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion ...
1
vote
2answers
99 views
How do I cap rendering of tiles in a 2D game with SDL?
I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds ...
1
vote
4answers
379 views
How do I create a 2D tile map?
I'm new to game development and I want to try it out, like many others amongst us :)
I need to create a gridmap. The map needs to be divided in squares. Each square represents a location. For ...
1
vote
3answers
146 views
Diamond shaped selection on a staggered iso map
I have a staggered isometric tile map and want to do a selection that aligns with the diamond shape of the tiles.
This is what I mean:
So I got two points on screen and their map cell coordinates. ...
5
votes
3answers
355 views
isometric drawing order with larger than single tile images - drawing order algorithm?
I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles.
This creates a ...
2
votes
3answers
309 views
Move a 2D sprite into an irregular terrain
With a tile based engine, in my knowledge, is not possible to move a sprite into an irregular terrain. So which are the techniques to use for implementing that?
Maybe an hexagonal tile based engine?
1
vote
2answers
237 views
Collision checking problem on a Tiled map
I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the ...
0
votes
0answers
133 views
can it be done with 2D engine or is it real 3D? [duplicate]
Possible Duplicate:
How should I sort images in an isometric game so that they appear in the correct order?
My isometric game looks flat; how can I improve this?
I'm working with ...
5
votes
2answers
1k views
XNA C# Platformer - physics engine or tile based?
I would like to get some opinions on whether i should develop my game using a physics engine (farseer physics seems to be the best option) or follow the traditional tile-based method.
Quick ...
2
votes
2answers
368 views
Hide collision layer in libgdx with TiledMap?
I'm making a 2D game with libgdx, and I'm using its TileMapRenderer to render my map which I have made in the map editor Tiled. In Tiled I have a dedicated collision layer. However, I can't figure out ...
0
votes
1answer
139 views
General approach to isometrics
I am currently discovering the world of isometrics, now I found out there are two approaches to creating the tilemap;
Just create 2:1 ratio tile-images and draw those.
Creating squares and ...
3
votes
4answers
443 views
More Efficient Data Structure for Large Layered Tile Map
It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in ...
0
votes
1answer
132 views
How to get tilemap transparency color working with TiledLib's Demo implementation?
So the problem I'm having is that when using Nick Gravelyn's tiledlib pipeline for reading and drawing tmx maps in XNA, the transparency color I set in Tiled's editor will work in the editor, but when ...
1
vote
1answer
181 views
Custom Content Pipeline with Automatic Serialization Load Error
I'm running into this error:
Error loading "desert". Cannot find type TiledLib.MapContent,
TiledLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null.
at
...
2
votes
1answer
65 views
Torque2D, Class vs Datablock
I'm scripting my first game with Torque2D and have not fully understood the difference between "Class" and Datablock.
To me it seems like Datablock is similar to a struct in C/C++ or a Record in ...
2
votes
0answers
166 views
Flixel - Animated Tilemaps
I am using Flixel 2.55 and I am trying to animate a tilemap. I found this piece of code that apparently enables the use of sprites as tiles.
From what I understand, this loops over the tilemap's ...
0
votes
1answer
98 views
Copies of GameScene created when called additional times
UPDATE: It no longer crashes after removing [self removeAllChildrenWithCleanup:YES]; from onExit. The artifacts still remain though.
UPDATE 2: Found my problems. See my answer below.
I have a game ...
5
votes
3answers
485 views
Is it possible to map mouse coordinates to isometric tiles with this coordinate system?
I'm trying to implement mouse interaction in a 2D isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game.
I've read some helpful things like ...
3
votes
1answer
483 views
Circle-Rectangle collision in a tile map game
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 ...
4
votes
1answer
259 views
Isometric Screen View to World View
I am having trouble working out the math to transform the screen coordinates to the Grid coordinates.
The code below is how far I have got but it is totally wrong any help or resources to fix this ...
2
votes
2answers
274 views
Checking if an object is inside bounds of an isometric chunk
How would I check if an object is inside the bounds of an isometric chunk? for example I have a player and I want to check if its inside the bounds of this isometric chunk.
I draw the isometric ...
0
votes
2answers
849 views
Efficient way to render tile-based map in Java
Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another ...
1
vote
1answer
91 views
What's the difference between Tiled maps' various tilewidth/tileheight values?
I'm parsing Tiled maps (.tmx) for my game, and even after reading the documentation, I don't understand what the difference is between the attributes tilewidth and tileheight of the map element versus ...
1
vote
3answers
702 views
How can I create a flexible system for tiling a 2D RPG map?
Using libgdx here. I've just finished learning some of the basics of creating a 2D environment and using an OrthographicCamera to view it. The tutorials I went through, however, hardcoded their ...
0
votes
1answer
305 views
2D Tile Based Particle Collisions
I have a basic 2D particle system and I'm now looking to implement collisions, however I'm not sure on what the best way to do it is. My game is tile based and runs in XNA Game Studio 4.0. I've seen ...
0
votes
3answers
211 views
Saving and loading large tilemaps
As the title state, I have a large tilemap 400 x 400 x 26. Which currently just about fairs when using it. Saving takes a couple of seconds and it saves to a .ser file which is okay at the moment ...
2
votes
1answer
64 views
What article discusses weightmaps for ai control?
A while back, I read an article on using weightmaps to control ai movement, particularly in an RTS environment. I can't find the article again, so perhaps someone here read it? I'm not asking for a ...