Tile map is a technique of re-using small graphic pieces, tiles, over and over again to shape the game field.
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1answer
29 views
How to combine tiles in a procedurally generated level in 2D tile based maps?
I am developing a 2D tile-based top-down game. It is currently instantiating square objects with a sprite renderer to procedurally generate the map.
Each floor and wall is a 1-unit wide object.
I ...
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1answer
36 views
XNA Platformer - Where should tile collision handling be?
I've started using XNA and am working on a simple 2D platformer (single level). However, I am stuck as to where the collision detection should be handled. Here is my current project structure:
The ...
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vote
1answer
20 views
Store and retrieve different objects on a tile
(I hope the title is clear enough, if not feel free to suggest a better one)
I'm trying to make a simple tile-based map for a college project in Java. But I'm stuck on how to literally place things ...
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1answer
21 views
LibGDX hexagonal tilemap getting adjacent tiles
How do I get all adjacent tiles to a hexagonal tile, my tile map is using a staggered co ordinate system with an odd stagger index and I am using libgdx java.
if (x % 2 == 0) {
hexAdj[0] ...
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0answers
12 views
Generating hexagonal tilemap in libGDX
How would I go about generating a hexagonal tilemap in Libgdx? My idea before was to just use a prebuilt tilemap and then change tiles on it but I'm having problems with the hexagonal co ordinate ...
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29 views
Hexagonal Tilemap is being distorted
So i made a hexagonal tilemap of ocean tiles and then picked a few tiles to be land when i pick all adjacent tiles to the hexagon it usually work but for tiles that are on certain columns it does not ...
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1answer
39 views
Referencing individual cells of a tilemap and changing texture
I have a tilemap and am trying to proceduraly generate islands on it by changing the texture of the tiles and marking it as land ( I want to do this without texture atlas for now). How do you change ...
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0answers
12 views
Libgdx HexagonalTiledMapRenderer
How does the hexagonal tiled map renderer work in libgdx I'm trying to render a hexagonal tiled map and I can't quite get it to display correctly I've used the orthogonal tiled map renderer before and ...
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0answers
14 views
Java image in JFrame rendered weirdly
I'm not sure if this is intended or not, if it is, I'd like to know a way of preventing this: I've got this image (which is for testing purposes, the actual one has a texture, but I'm not using it ...
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0answers
33 views
State machines and map transitions
I've implemented a [basic] FSM in my game and it currently does its job very well. Recently I have come across a "problem" that I need to show a "Loading map. Please wait..." screen for as long the ...
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1answer
26 views
How to use 16/32 square pixel tiles in tilemap on arbitrarily sized canvas in Phaser
My question is about Phaser and Tiled but I'm not quite sure how to ask it so please bear with me.
Do I need to make the size of the canvas or area on which I want to display my tilemap a multiple ...
44
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6answers
3k views
How can I quickly check if my sprite tiles well?
I am trying to create tilemap sprites that tile nicely, but checking how well they tile is really cumbersome.
Ideally, I'd like to have an image editor that shows a layout like this, so I could see ...
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vote
2answers
32 views
xna split tileset into individual tiles
I am trying to break a tileset image from my content folder into individual tiles during program. What I would like to have happen is that i can fill a list (of thing) with each possible tile so I can ...
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0answers
17 views
Error rendering map android
I'm trying to read this text file and render the corresponding tiles on the screen.
The code for reading the map is as follows:
private void loadMap(InputStream is) throws IOException {
...
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votes
3answers
73 views
How do I make my foreground tiles stand out more from the background?
(the background implemented in the game)
In the game that I work on, the background and the map tiles are pretty indistinguishable for new players, probably because they have similar colors and ...
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2answers
138 views
Combining Many Small Colliders into Larger Ones
I am creating a game using a tile-map made of many thousands of grid squares. At the moment, each square has a square collider on it for checking collisions.
However, with many thousands of tiny ...
2
votes
1answer
60 views
How do I stop off-screen tiles of a 2D tilemap from being rendered?
I am seeing lag because I render all tiles in my map at once. How can I exclude off-screen tiles from being rendered?
My tiles are 32×32 and my player is always in the centre of the screen.
Here is ...
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3answers
55 views
how to avoid circular references between objects and map
I've been working on a turn based tactics game on a grid. I've been trying to figure out how to store and relate the grid and the objects on it. Essentially, my question boils down to how to ask ...
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0answers
28 views
Dynamically placing Box2d objects in tiles when collidable entities are nearby
I'm dynamically constructing a decently large castle-like structure by joining multiple TiledMaps. By large I mean ~20 [30x20] tiled rooms. This grinds the game to a halt on android if static bodies ...
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2answers
52 views
How do I properly load maps?
I'm trying to load my map properly, but it takes some time (after the games has been started) to be how it should. Am I doing something wrong? Why is this happening?
AndroidStudio:
Tiled (map ...
2
votes
0answers
23 views
Hex axial coordinates to table coordinates conversion
I am developing internet game based on hex map. I am storing my data based on axial coordinates system.
I developed function which shows me axial coordinates of hexes within $distance from a given ...
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vote
1answer
151 views
Embed a real city in a game and use data to find and display paths [closed]
First of all this question is gigantic but it's mainly about Unity, maps, pathfinding, and real data.
The problem.
In my game the player sees the map of a real city (in 2D), it’s exactly the same ...
2
votes
1answer
57 views
Pixel thin lines appearing between sprites on camera move
I'm going to apologize in advance for the lack of screenshots, but this was a very hard thing to capture, but very obvious to see.
I'm using LibGDX to create a tile base rogue-like. Everything is ...
4
votes
2answers
120 views
How should I use Monte Carlo method to simulate some police cars that keep patroling in a tile based map?
I have a tile map (isometric) and I have some police cars that they patrol all the time on the map, there is some building and other cars in map too so they are considered as constraints in my ...
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1answer
54 views
TileMap or Voxel collision detection
I have a conceptual question:
In the case of Tile Map, each block has the information from the enemies who are going about it. But what if some of these enemies are far greater than the block?
I have ...
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1answer
119 views
LibGDX: Issue with unitScale for Tiled and Box2D
I've got the following: I use a TiledMap (loaded from a .tmx), each tile 32x32 pixels in size and generate the Box2D bodies for collision from the TiledMap's ObjectLayer. That all works fine, no ...
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votes
1answer
39 views
Reading map.txt from assets android
I'm a beginner android developer currently working on my second app which is a platformer game. I'm trying to read the level map (which I've stored in the assets folder) but I keep getting a ...
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1answer
116 views
Wang tiles generating
I'm trying to get rid of repetition on terrain, when viewed from up high. To achieve that, I've chosen Wang tiles. One thing I'm missing, and can't really find is any kind of generator that can take a ...
2
votes
1answer
120 views
Smooth Wall Collision Detection
I've been working on a small game, and I've been stuck on the collision part. During the collision, when my player hits a block, he stops just as it should, but it then doesn't allow me to another ...
2
votes
1answer
71 views
convert mouse coords to zig-zag isometric
I was wondering, how do I convert mouse coordinates to zig-zag isometric coordinates?
I already know how to convert to isometric using the Diamond approach, so I just need to know about the zig-zag ...
1
vote
0answers
50 views
Climate / weather generation on 3d hex map
I am working on 3d hex map game. I am aiming to dynamical generate map (as new players joins). To make the map realistic I am looking for some climate/weather models which possibly I could use so that ...
0
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3answers
117 views
Löve2D: Making a random map/city generator [closed]
So I'm making a game using love2d where the player will find himself in an zombie infested city but I don't want the city/map to be just the same all the time, so I want to create a random map/city ...
4
votes
2answers
212 views
Best way to handle cornering in a 2D maze game?
I want to implement smooth cornering in a grid, much like Pacman moving in his maze. A big difference with Pacman, my characters can stop- thus the player has to keep pressing the controls to keep ...
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0answers
127 views
Libgdx texture bleeding in tile map
So I am making a game in Libgdx using an isometric tiled map but when I set the texture filtering of the tiles to linear, black lines show up between all the tiles. This is caused because each tile ...
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0answers
79 views
How do I create tile based world generation
I was planning on making a tile based 2D game that has a random world generation. The game world itself is made out of several floating islands and the later half of the game world is generated as a ...
2
votes
1answer
89 views
How do I calculate the position of a vehicle moving between tiles, over time?
I'm working on a small multiplayer game where players can create cities, and these cities will be placed on what's called the "world map." The world map is basically a giant coordinate plane made up ...
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0answers
44 views
Using EaselJS, my spritesheet-based map is not showing up
I have a random map that generates based on a level and a set of Tile ID's, constructed using a Height Map generator I wrote using the BitmapData extension.
I've confirmed that the Tile IDs are ...
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0answers
44 views
XNA 2D Tile Baseed Map Collision Messing Up On Inside Corners
I'm creating a 2D Over the head game and the collision system works fine for straight walls and outside corners although not for inside corners.
The walls are done by each solid tile having a ...
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0answers
79 views
Tilemap layer scaling and Camera issue in Phaser
I'm working with the Phaser framework and I'm struggling with a camera/rendering issue when scaling a tilemap layer to simulate a zoom feature in my project.
The camera size is set to ...
1
vote
1answer
122 views
Pathfinding with differently-sized objects on tile map [duplicate]
It's my first RTS game and I'm having trouble finding out how to make infantry take less space than tanks.
Right now I have 1 tank and 1 infantry type ready with sprites, pathfinding, selection and ...
2
votes
2answers
223 views
Manually creating cycles in planar, procedural trees?
I am creating a procedural map using delaunay triangulation and an MST. I'd like to have a bit more control over my final graph. Like when i was looking looking at the MST I wondered how I can connect ...
1
vote
1answer
98 views
Tiled tilemapper - isometric
I'm attempting to move from oblique mapping (45 degree angles) to isometric (30 degree angles) in Tiled.
I made a test tile in Photoshop:
Made an isometric map:
But my tile appears completely ...
2
votes
1answer
131 views
Mixing perspectives in an oblique-perspective game
I've been creating an adventure game using 45 degree angled tiles to create a 3D illusion- aka oblique style.
Using 45-degree angles...
I can create pretty much any size or shape building I want:
...
0
votes
1answer
181 views
Tile map collision C++, SFML
My problem with the collision here is more to do with how to decide which tile the player is in. Each quad of the map is 16 pixels squared (Vertex array), and the player moves in 1 pixel jumps. ...
2
votes
1answer
59 views
Tiled - move all tiles
I'm making a map in Tiled.
I quickly ran out of room in the north of my map and would like to "shift" the tiles down. I'd prefer not to have to redo each of the tile layers.
Is this possible?
This ...
2
votes
0answers
101 views
generate box2d bodies from isometric tiled map
I followed the tutorial here to generate box2d bodies from a tiled map and that worked fine.... for orthogonal tiled maps. Unfortunately isometric maps use their own coordinate system where (0, 0) is ...
2
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1answer
78 views
Adventure Games - When and how to start mapping?
I've created a playable oblique-styled adventure game in HTML5, using Tiled for tilemapping. I have a storyline set up, and am ready to make my final draft map.
The game world will be loosely based ...
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vote
2answers
56 views
Best practice for scrollable viewport rendering
I am working on a tile based game that renders the playing surface in a viewport. I am struggling with getting my head around the mechanics and best practices of rendering a viewport, specifically a ...
4
votes
1answer
400 views
How do I convert screen coordinates to isometric tile map coordinates in libGDX using matrices
I know this has been asked many times but my question doesn't quite fit the others. I have an IsometricTiledMap and I need to get the tile under a set of screen X and Y coordinates. Here is a picture ...
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votes
1answer
138 views
How to only render whats on screen (Tilemap, Java2D)
I have some problems with my rendering of a 2Dimensional Map.
for (int col = 0; col <= view.getWidth () / Tile.TILE_SIZE; col ++)
{
for (int row = 0; row <= view.getHeight () / ...