Patterns of identical shapes (often squares or hexagons) that have no gaps. They usually represent the playfield in various games.
72
votes
9answers
16k views
How do you generate tileable Perlin noise?
Related:
Simple noise generation
Understanding Perlin Noise
I'd like to generate tileable Perlin noise. I'm working from Paul Bourke's PerlinNoise*() functions, which are like this:
// alpha is ...
31
votes
2answers
2k views
In a browser, is it best to use one huge spritesheet or many (10000) different PNG's?
I'm creating a game in jQuery, where I use about 10000 32x32 tiles. Until now, I have been using them all separately (no sprite sheet). An average map uses about 2000 tiles (sometimes re-used PNG's ...
30
votes
3answers
8k views
Random map generation
I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path ...
27
votes
6answers
2k views
How can I design good continuous (seamless) tiles?
I have trouble designing tiles so that when assembled, they don't look like tiles, but look like a homogeneous thing. For example, see the image below:
Even though the main part of the grass is ...
23
votes
3answers
2k views
Random seed function for map generation?
I am looking for a function to generate a random tile-based map as the visual boundaries of the map change (by going through the map). I want the map to be infinitely large, and have maze-like ...
22
votes
5answers
9k views
How to create a hexagon world map in PHP from a database for a browser based strategy game
I'm trying to create a hexagon world map for my PHP browser based strategy game. I've created a table in my database with the following data per row: id, type, x, y and occupied. Where type is the ...
21
votes
4answers
1k views
Is the Manhattan distance monotonic when used as heuristic function?
I have a square-based map. Only horizontal and vertical movement is allowed (no diagonals). Movement cost is always 1.
I'm implementing an A* algorithm on that map, using the Manhattan distance as a ...
20
votes
3answers
1k views
Making walls in tile-based games: what am I missing?
After spending time today to jot down some notes regarding the implementation of walls into my tile-based game, I've suddenly realized it's not going to be as simple as I imagined before. While the ...
19
votes
1answer
2k 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 ...
17
votes
2answers
2k views
Are there any good tilesets for hex-based maps that are available for free use? [closed]
Does anyone know of any good tilesets for hex-based maps that are available for free use? The tiles from Battle for Wesnoth seem to be under a license that would allow others to use them in their ...
16
votes
6answers
1k views
Elegant solution for coloring chess tiles
I am re-developing a chess game I wrote in Java, and was wondering if there is an elegant algorithm to color chess tiles on a numbered chess board.
Right now my solution uses if else statements to ...
16
votes
1answer
4k views
Isometric rendering and picking?
I've been looking for a formula to plot (world->screen) and mouse pick (world->screen) isometric tiles in a diamond-shaped world.
The ones I've tried always seem to be, well, off.
What's the ...
15
votes
3answers
3k views
Pleasing isometric hexagons
What angles and long-side:short-side ratios give the most aesthetically pleasing and graphically regular isometric (squashed, flat side up) hexes; that additionally resolve to whole pixel sizes for ...
14
votes
1answer
718 views
Elevation model for hexagonal game grids
TL;DR:
Where should elevation be anchored on a civ-style hexagonal grid? Center, side or vertex? (Or more complex?)
Question proper:
Consider for a moment a classic game we all know and love ...
13
votes
6answers
664 views
Moving players simultaneously?
Consider a 2 x 2 grid of squares. A player can move onto a square if:
no other player wants to move into the square next turn
no other player has waited and is still occupying the square ...