Patterns of identical shapes (often squares or hexagons) that have no gaps. They usually represent the playfield in various games.
1
vote
1answer
43 views
Hexagonal Game Board Modal?
Tile-based games like Chess have a simple modal: an array of arrays, each coordinate with an X and a Y value. This is easy to implement, and it is easy to figure out what is going on.
However, ...
0
votes
2answers
41 views
Gameobject-Component model with many background tiles - long iteration time
So I'm making a game engine for a game I'm making - the game is a 2D tile-based game
I've implemented a gameobject-component style for the engine, for decoupling reasons
However, every frame, the ...
0
votes
1answer
28 views
Grants a Higher Texture downsized a better quality than a texture with the downsized resolution?
if i use a texture in a game with a resolution of 128*128 for a tile which is actually 64*64 on screen and both textures show the same image just in different resolutions. One in 128*128 and one in ...
0
votes
4answers
137 views
How can I optimize performance when updating tiles?
So I'm making a side-scrolling adventure type game in Java. The worlds are procedurally generated, so I can't manually place tiles. Therefore, I every 20 ticks (1/3 second) I update every block's tile ...
0
votes
1answer
31 views
Create dynamic cities of perspective angle x with least amount of tiles
I found you can create unique building sizes with perspective with six tiles using parallel projection, whose angles are always 45 degrees... this allows you to connect to the next tile without issue:
...
1
vote
1answer
46 views
Movement on tile map when player is the size of 4 tiles, moving in 1 tile increment
I understand how to move a square around a tile map: you have a coordinate of the square (say the center), and if they player press the "up" arrow, just increment the y-coordinate by 1.
Question: How ...
1
vote
2answers
85 views
Fast determination of whether objects are onscreen in 2D
So currently, I have this in each object's renderer's update method:
float a = transform.position.x * Main.scale;
float b = transform.position.y * Main.scale;
float c = ...
1
vote
1answer
165 views
Procedual level generation for a platformer game (tilebased) using player physics
I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and ...
8
votes
3answers
204 views
How can I author objects with perspective that fit into a tile-based map but span multiple tiles?
I'm creating a tilemap city and trying to figure out the most efficient way to create unique building scenes. The trick is, I need to maintain a sort of 2D, almost-top-down perspective, which is hard ...
4
votes
1answer
314 views
How can I have 2 different images seamlessly tile with each other?
If I Google for "seamless tile" I can find many great answers to create a single image that will seamlessly tile with itself. GIMP even has a filter that will automatically make an image seamless in 1 ...
1
vote
1answer
39 views
diagonals on a tiled map
I have a map of tiles that is drawn using two triangles. I draw my map using a height map to generate vertices and make a Cell(tile) out of 4 vertices like so:
cells[x][z] = new Cell(corner1, ...
0
votes
1answer
47 views
How do you replace a tile in a Tileset in TILED without destroying entire map?
I want to make an early version of a map for my game but then I want to be able to change some of the tiles for new and improved ones without destroying my entire map...is this possible?
0
votes
2answers
110 views
How big should my tiles be for tilemaps?
I'm creating my first tilemaps.
Tutorials usually do 32x32px (example), but this tutorial did 128x128px, which made it easier for me to see without zooming in so much.
In tiled, I did a 40 x 40 tile ...
1
vote
1answer
324 views
Fast, simple procedural 2d island generation
I need to generate tile data for an island based rpg, my goal is have something that looks like this (mountains not required):
For the past few days I have been trying to figure out a satisfactory ...
-1
votes
1answer
124 views
How do I find the tile I'm standing on?
I want to get the specific tile I am standing on. My Tiles are in an Arraylist so I can destroy them later. How can I do this?
Here's my Level-class (where my Lists are):
public class Level {
...
0
votes
0answers
14 views
Help with Interactive Grid for Turn-Based-Strategy game [duplicate]
So right now I have all of the menus, and game saving/loading stuff done, but I need help creating my actual game. I have a basic idea of what I want the game to be like. But I just need help with the ...
2
votes
1answer
61 views
Converting from tile to pixel precision
I was curious as to how you would go about converting from pixel to tile precision on a tile map. For example, let's say my map is comprised of 8x6 tiles, each of which are 50x50 pixels in size. If I ...
0
votes
1answer
97 views
How do I handle this type of collision?
So I've been messing around with simple game development for a while and just found an interesting game idea here . I'm using SFML 2.1 with C++ and so far I have a tilemap in a VertexArray using a ...
1
vote
2answers
198 views
How to check for collisions in “diagonal” tiles?
I want to create a tiled map in the following scheme:
The player should be able to walk on the blue line (street). Now, what is the best way to solve collision detection in this case? For example, ...
0
votes
1answer
54 views
Rotating a view of a chunked 2d tilemap
I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc.
This has led to a desire to be ...
1
vote
1answer
112 views
Tiles touching all of same color check
I'm currently having a problem that has stopped my productivity for quite a while. I need to check if all tiles of a color is touching each other for each color like this:
I have all my code for ...
0
votes
0answers
65 views
Tile Collision - subtracting a minor value to the box size
I'm having a certain problem when doing collision checks on bounding boxes that have their edges aligned with upper or right tiles. It shouldn't count as an intersection but I don't know a good ...
0
votes
0answers
73 views
Tiled Map Editor - get a GID listing?
I have about 16 tiles in my spritesheet that I'm using for Tiled, and I'm trying to build a GID map so I can properly convert them in my game. I'm using the JSON format for my map, if that helps.
...
12
votes
4answers
1k views
Generating tile map
I am programming a tile based game and I have some basic tiles (grass, dirt, etc..), but I can't figure out how to make good random map generation, because when I do some really random selection, if ...
2
votes
2answers
175 views
XNA - Making 2D Hexagons Connect With Each Other
Hey so I'm working on a top-down 2D strategy game in XNA, and the tiles are hexagons. I can't have a grid because of the game mechanics, so everything has its own location, and every tile object is ...
0
votes
0answers
23 views
Tiled and tmx files
i started using the software tiled and it very simple to create an image and object positions over there.
I am using the library XNA and i would like to load the image and the objects into my code, ...
0
votes
0answers
136 views
Zelda-style Top-down RPG. Storing data for each tile type
I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame.
When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If ...
1
vote
0answers
84 views
convert image to spritesheet of tiles for isometric map?
is there a way to convert an isometric image (like the first image) to a spritesheet (like the second image), in order to place each image on the isometric map with the code?
The map looks like the ...
5
votes
5answers
1k views
Technical differences between square and hexagon for a grid?
I'm developing a 2D city-building game and trying to decide on the type of grid. There will be vehicles, so the unit movement is important too.
I know there are visual differences for using Squares ...
4
votes
1answer
86 views
2D Boxes/Vertices merging
I want to optimize my colliders geometry, at the moment is composed by boxes (it's a tile based game) of the same dimensions, i want to remove the inner vertices to have, at the end, only the shell.
...
2
votes
2answers
424 views
Zelda-style top-down RPG. How to store tile and collision data?
I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled.
For my tile maps, ...
2
votes
1answer
259 views
Procedural Generation of tile-based 2d World
I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine.
Now I want to generate the ground plane procedurally at run ...
1
vote
1answer
70 views
Textures have lines between them when zoomed out
These are two screenshots from my new game, a top-down RTS with tiles. The first one is from a normal view with no zoom, the second one is a zoomed out view of the whole map:
In the first image, ...
-2
votes
1answer
126 views
Pokemon Black White 2 - Ground Tiles Directory? [closed]
I opened up Pokemon Black 2 in Tinke (https://code.google.com/p/tinke/) and I'm looking for the directory that contains the ground tiles. Here's a picture showing what tiles I'm after ...
0
votes
0answers
52 views
Tiled map editor and objects
Ive been searching for an easy way to group multiple sprites of a spritesheet into a single entity. Im using tiled editor as written at the title. Some objects might be larger than the tile size and i ...
0
votes
2answers
161 views
Smooth moving on tile-based map, how to fix simple collisions?
I've already had some experiences about the work of 2 dimensional square-based playfields and moving a player on them. Though, when a square has multiple pixel sizes, and player moves e.g. 1 pixel per ...
1
vote
2answers
115 views
libgdx: How do you remove a cell from TiledMap?
I am making a Terraria-style sidescrolling game with an open world. I am using a TiledMap to render all of the tiles. If I want to remove a tile, like if it is broken, how would I stop it from being ...
-2
votes
1answer
103 views
in a 2D game that has an array as a map how to make graphics look nice?
I have a map that's stored in a 2D Array with 1s being walls, 0s being roads, and 2s being houses. There is a character that is not stored in the map but its position is always checked against the map ...
2
votes
2answers
212 views
How do I make a puzzle piece move smoothly between locations?
I'm building a 2048 clone to sharpen my Libgdx skills, but I don't know how to ease a tiles between board locations. When I slide my finger, the tile moves rather swiftly. How I can make the movement ...
12
votes
6answers
693 views
Seamless tilemap rendering (borderless adjacent images)
I have a 2D game engine that draws tilemaps by drawing tiles from a tileset image. Because by default OpenGL can only wrap the entire texture (GL_REPEAT), and not just part of it, each tile is split ...
1
vote
1answer
43 views
Gaps appearing between Sprites when scaling the stage
I'm learning to use createjs using this game level to-be as a sandbox: http://www.mboyeman.com/dashingdog/
The level is composed of a single background image and 64X64pixel ...
0
votes
0answers
149 views
Collision in Tiled Map - LibGDX
I have collision code that deals with left or right or top or bottom. I am using Tiled Map with LibGDX.
Question is: How do I detect collision with other cells by all 4 sides, and not specifically ...
0
votes
1answer
85 views
Possibly a more efficient way to structure my game's map?
I need a little help with structuring my map. I want to make it efficient but I'm not sure if there's a better way to do this:
public class Map
{
Chunk[][] Chunks;
Object[] Objects;
}
public ...
0
votes
0answers
54 views
Rendering bug in java
I'm using a simple rendering method in java to render tiles. Everything looks fine, but I notice that some rows grow 1 pixel when I move, and dhen shrink back, but I have no idea why.
Infos:
I'm ...
0
votes
1answer
119 views
Should I use tiles in a snake game? [closed]
I'm building a simple snake game, which is my first game ever. I'm using LibGDX, which is Java-based.
I've looked at the Tiled Map Editor, but I don't know if it is necessary in a simple game like ...
0
votes
0answers
51 views
Working with tiledata of different sizes [duplicate]
I recently bought an asset for my game, basically a tilesheet, with seperate pngs as well, but where as previously I've created tilemaps out of identically sized tiles these are all in varying sizes ...
0
votes
1answer
511 views
Units, Layers, and Isometric Ordering
I'm currently using LibGDX and Tiled map editor to render isometric maps. I'm having a two related difficulties.
The first issue is, when do I render units that will end up changing position often ...
-2
votes
2answers
253 views
Why can't I set a single value in a game map Java 2D array? [closed]
I'm trying to set one character on 2D array.
map[0][2] = "0";
However, I'm getting
11011
11011
11011
11011
...
I was expecting
11011
11111
11111
11111
...
What am I doing wrong?
another ...
9
votes
2answers
1k views
How can I randomly generate 2D tile-based side-scroller terrain?
I want to randomly generate a map for a 2D sidescroller game using the following tileset:
I have found a few great articles on the bitmasking process, for example:
...
1
vote
1answer
73 views
How can I communicate changes to a 2D tile-based world state in a P2P context?
Suppose two players in a game want to build a city together on a blank tile-based game world simultaneously in a peer-to-peer connected context.
When a player clicks on a tile it changes the state ...