Tagged Questions
1
vote
3answers
143 views
Splitting tileset into individual tiles
I'm trying to split a tileset (from here) into individual tiles.
For debugging purposes I wrote some code to split the tileset into individual tiles and display them on screen, but some aren't being ...
-2
votes
0answers
108 views
C# XNA: How do i create simple 2d TileEngine [closed]
i want to create a simple tileengine for a small rpg-ish game.
I have a picture with 7 different tiles each at a width and height of 48px.
What i want to do is to split the image into those seven ...
1
vote
1answer
68 views
Automatic Tile Transitions Not Working Correctly [closed]
I've started writing a tile based game in XNA today using the tutorials here. I'm on the Part 6 - Side Topic - Auto Transitions at the moment. My transitions aren't working correctly as you can see ...
-1
votes
2answers
112 views
Tile collision, can't get correct behaviour [closed]
I define a tile with a rectangle. This is displayed below.
public class Tile : Sprite
{
Rectangle rectangle;
public Rectangle GetRectangle
{
get
{
return ...
0
votes
1answer
112 views
Tile Draw Order
I started working on a tile engine recently and have been trying to get this depth sorting for the tiles right. I am using XNA and the SpriteSortMode.Deferred to get the tiles to sort correctly in the ...
2
votes
1answer
223 views
Collision detection with XNA and TiledLib
I recently started learning XNA and after getting annoyed with creating individuals rectangles each time I wanted to add something I went with TiledLib so I could more easily create levels using the ...
0
votes
1answer
160 views
Iterating 1D array and getting 2D tile position
I know I'm missing something very obvious here, but I have a 1D array that contains integers.I have a map that is 30 x 30 and the center coordinate is 0,0 (This is actually 3D, but I'm essentially ...
0
votes
2answers
238 views
Shuffle tiles position in the beginning of the game XNA Csharp
I'm trying to create a puzzle game where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles start position so that they don't create the whole image at ...
3
votes
3answers
395 views
Tile based platformer, using larger tiles?
So for my tile based platformer, It has a grid of tiles Occupying 1x1 block for each one.
However, What if I want larger tiles? Maybe doors, tables, etc. They wouldnt fit in a 1x1 tile, so what I ...
1
vote
3answers
516 views
Collision Detection Problems
So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below.
One problem I'm ...
-1
votes
2answers
531 views
How to calculate the direction a ball must bounce
I have a tile engine I have made. I can detect collision between the ball(the player) and the tiles. When a collision is detected all the colliding tiles are stored inside a list. My question now is, ...
0
votes
3answers
1k views
Designing an entity system for a tile-based puzzle game
I'm developing a tile-based game creation library in C# and along with it I'm creating a game to test all of its functions.
This is a screenshot of the game:
You've probably never heard of the ...
2
votes
4answers
761 views
What should I use (controls, methods) to make a 2D tile based map editor?
I'm making a 2d game where each tile is a square and it's viewed at straight angle, no skewing, no rotation, it's pretty simple.
Two weeks ago I tried using DataGridView, but as the number of rows ...
2
votes
1answer
529 views
2D Camera Acceleration/Lag
I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im ...
3
votes
1answer
1k views
How to create a 3D world with 2D sprites similar to Ragnorak online?
As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little ...
6
votes
5answers
657 views
Need some advice regarding collision detection with the sprite changing its width and height
So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have ...
3
votes
1answer
548 views
Character jittering with this tile based collision code
I have been trying to get my collision code working for hours now but with every resource I have tried my character still jitters. First I tried using the platformer sample but my character still ...
5
votes
2answers
1k views
Collision Detection, player correction
I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but ...
2
votes
2answers
362 views
How to store “chunks” of tiles or How to make my implementation work
I asked a previous question about the loading and unload of chunk data and people noted that my way of storing chunks is weird and I was wondering how I would go about doing it properly. @Byte56 ...
2
votes
2answers
1k views
Loading and unloading “chunks” of tiles in a 2d tile engine with 2d camera
I am making a 2d tile based game in C# and XNA 4.0. I am having trouble loading and unloading "chunks" of tiles(blocks). The whole world is randomly generated and is infinate on both axis. How would I ...
2
votes
2answers
999 views
How can I achieve smooth animation of sprites between discrete tiles?
I'm currently learning game development with C# and XNA and my current assignment is to create a Pac-Man clone.
The game is partially tile based, which means that the level itself is built out of an ...
2
votes
1answer
392 views
tiled map - changing textures? (XNA HLSL)
I have successfully created a tiled map of various textures. Right now, i had a Vector4 in my own custom Vertex declaration deciding what texture each of the tiles should be. This is working ...
4
votes
3answers
800 views
Rendering tiles on 3/4 perspective
Using a 3/4th perspective, I'm trying to create a way to render cliffs where nothing is overlapped, and it creates an accurate representation of the elevation.
This is a rough mockup of how it might ...
8
votes
2answers
344 views
What would be the best way to find an open space in a level?
I'm working on a 2D game where you use paint to add tiles to a level and right now I'm working to add warp tiles. I have it set up so certain direction-oriented paints use two points (a start and end) ...
0
votes
2answers
591 views
How do i get my tilemap to move at the same speed as my character
I have a little problem in my solution, i'm trying to make a pretty big map for the players to walk around in.
I decided to use a tile-engine, but when I move my character it moves faster than my ...
5
votes
2answers
803 views
Arrays for a heightmap tile-based map
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 ...
7
votes
4answers
3k views
Designing a flexible tile-based engine
I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on.
The first approach I had was to have a 2D ...
7
votes
1answer
1k views
Tile-based 2D collision detection problems
I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world.
I find the center coordinates of my entities thanks to these ...