Identically shaped objects (often squares or hexagons) representing spatial information.
0
votes
0answers
8 views
Adjusting cell size of grid to fit bounding box
I'm rendering a grid and the width and height of the bounding box of the grid are determined at runtime. Also, how many cells high and wide the grid must be, is also determined at runtime.
I ...
0
votes
0answers
22 views
Divide region of grid into sub grids
I'm generating a grid of 1's and 0's and the 1's represent regions I will render in my game. Here's an example of one (this is a small example, a real one would be much larger) -
...
0
votes
0answers
41 views
Drawing Pixels to Texture
I have some bitmaps for grass and snowy grass. I am using them for a tiled based map and for a little experimental weather scene.
The current state is that I always need to create a new Bitmap for ...
0
votes
1answer
46 views
Enemy AI chase twitching left and right to move vertically
I'm making an enemy follow the player based on his possition and attack if he is within a distance and his last movement (if the enemy last moved to the left, it will attack to the left, etc.). It ...
0
votes
0answers
49 views
Monogame: Unwanted borders/gaps around sprites?
I've been struggling with this problem for quite a while now, and unfortunately haven't found a satisfying solution yet. So, here we are.
I'm working on a 2D game using monogame in an isometric ...
0
votes
0answers
12 views
canvas tile engine optimal drawing technique
I'm building a top down racing game in HTML5. I'm currently experimenting with performance. I currently have about 8 layers that I draw on the canvas with the car in the middle and 4 background and 4 ...
5
votes
1answer
136 views
Create a seemless grid-based polygonal tileset
The aesthetics I am going for is demonstrated by many simulation games such as Simcity. But I am looking at this particular example: Polygonal Planet Project by Oskar Stålberg.
I understand the ...
0
votes
0answers
22 views
Fitting tiles into square
I'm trying to make a game, where you have a 30x30 sized room, and there are 2x2 and 2x1 sized tiles. At first, randomly generated amount of tiles placed randomly into the room.
The task is to decide ...
3
votes
0answers
95 views
How can I place nice-looking tile-based cliffs automatically?
Legend of Zelda: A Link to the Past had some pretty nice cliffs. I'd like to create something similar, but am having trouble figuring out how to place them.
Image is from:
How did LoZ: A Link to the ...
0
votes
1answer
62 views
How do I determine if a tiled shape is closed, but without checking diagonal connections?
This is a follow-up to a similar question Determine if a set of tiles on a grid forms an enclosed shape. My needs are similar, but I do not need to check diagonal connections. I am also using Unity. ...
0
votes
0answers
28 views
dominos random placing tiles algorithm
I'm trying to make a game, where board is made from 1x2 (dominos like) tiles.
Do you know, how to implement smart algorithm to initial shuffle board - size NxM - number of tiles = (NxM)/2 , all ...
1
vote
2answers
68 views
How to efficiently manage tile-based map and items/characters
I'm working on a simple C++ game to learn the language.
It's ASCII and features a tile-based map, enemies and items that spawn randomly. The player is, as usual, the '@' character.
I'm trying to ...
0
votes
1answer
55 views
only one tile being drawn xna c#
I have been looking at tile engines for the past few days and decided to have a go at my own one for educational purposes. I want to use different textures for the tiles of my map, for example 1 = ...
1
vote
0answers
36 views
Why not tiling on Shader (Sprite/Diffuse)? Unity 5.4.1 f1
Why not have the "Texture Tiling" option in my editor for Sprite / Diffuse?
2
votes
1answer
42 views
In my tile-based game, GameObjects are stored in a std::map<Vec2Int, GameObject>, but I want the GameObjects to be in control of their position!
GameObjects are stored in a Tilemap class, within a std::map<Vec2Int, GameObject> container. The Vec2Int struct describes the object's x and y coordinates. Each GameObject also contains a ...
1
vote
0answers
49 views
Batch z-ordering problem in Cocos2d (Python)
I have a weird problem with my hexmap drawing code.
My code uses "squished" hexagons to achieve a pseudo-isometric view. Because of that, the order of drawing them on screen matters a lot.
...
1
vote
1answer
39 views
How to iterate tiles around an index tile?
I am not exactly sure how to state this question, what I basically want to do is to seed a tile based map with some values. So I asked myself how I could spread some values outgoing from a start tile, ...
1
vote
1answer
60 views
Should I use the X-Y-plane when using an orthographic projection in OpenGL?
I'm currently at a loss rendering a tile-based 3D map with an orthographic projection in OpenGL. Imagine any isometric 3D game (using actual geometry instead of sprites).
Internally, the tiles of my ...
0
votes
0answers
131 views
Should I combine multiple tiles of terrain as one mesh in Unity3D?
I have a tiled terrain, generated by multiple noise algorithms. Currently, each tile is it's own GameObject, that has a handler for an OnMouseOver event. The area that is loaded at a time consists of ...
1
vote
1answer
118 views
How to render a single texture across multiple tiles? (Unity2D)
I'm making a top-down style game in Unity 5 (2D). The floor is made up of many tiles (which are each game objects) of different types, eg sand and dirt.
I want to render a single texture over all of ...
1
vote
0answers
53 views
How do I add corner tiles to infinitely generated terrain base tiles? [duplicate]
I have a tileset as seen on the right and they make the images seen on the left:
In game I have placed the full grass and full stone tiles for each chunk (infinitely generated) using perlin noise as ...
3
votes
1answer
140 views
Unity - Tile based river generation
I have made a map generation in my tile based game. It almost exactly does what I want, except for 1 thing. The rivers look like this:
The problem with this is, the water is not realistic. It are ...
-1
votes
1answer
101 views
What is the difference between sprites and tiles?
I'm making a game, where it came to adding a tile class, but i already have a sprite one, which does the same at first glance.
Can you explain the difference with a couple of examples?
1
vote
1answer
185 views
How do I merge colliders in a tile-based game?
I'm doing a tiled based platformer in unity, and I was having some issues with collisions and I figured the problem was the way my colliders were arranged.
So right now, my collision look like this:
...
1
vote
2answers
43 views
Best way of approach? Mob moving around a section of tiles
Think the beginning stages of Metroid, where there would be a turtle-like mob that would move around a section of tiles, normally 1-3 in a line.
What would be the best approach to accomplish this ...
1
vote
1answer
27 views
Custom Tile Collision Detection Has Trouble With Edges
So, I'm writing my own game to expand on my abilities as a programmer. However, I have come to a writer's-block of sorts. The game I am building uses tile collision, but allows the player to be in an ...
47
votes
3answers
5k views
What is the term for a 3x3 tile set used to create larger areas?
What is the pattern/design name of using a 3x3 tileset (usually in a tiled 2D game) that can be used to create larger areas of itself. For example, these:
(Image source)
I thought it was a "9 tree" ...
1
vote
0answers
25 views
Rectangle in object-layer has wrong coordinates in game
I extended the SuperKoalio LibGDX Example about an Tiled Object Layer in the Tiled Level-Editor and draw a rectangle on this layer.
Now I would like to draw this rectangle in my game using the ...
2
votes
1answer
174 views
How to code a multi level isometric map?
I have already worked with isometric grids in the past, but in my current project I found an issue I am not sure on how to solve. I am trying to produce something similar to what's in the below screen:...
1
vote
0answers
70 views
How do I create tileable 3D Perlin/Simplex noise?
I have a library which provides functions for 1/2/3/4-D simplex noise. With that I successfuly created a tileable 2D cloud texture (see How do you generate tileable Perlin noise?).
Now I want to ...
1
vote
1answer
172 views
How to generate tile patterns in one dimension, then in a second dimension?
I'm trying to do a 2D Game that tries to emulate the Crossy Road game logic with the Java's GUI programming environment as a college project.
I'm having issues designing the way the 'roads' are ...
0
votes
0answers
32 views
Jumping to tiles in y coordinate before displaying all tiles in x?
I am learning how to load in tile maps and I have successfully done so, sort of. The problem is that the program is jumping to the tiles in the y coordinate before displaying all the tiles in the x. ...
0
votes
0answers
51 views
How to fix my issue with movement?
I am making a 2D tile game in Java, and I am having problems with movement, could someone tell me what I am doing wrong please?
I am having difficulty in "calling" the function vectorFromKey in main. ...
6
votes
1answer
342 views
How would one generate a Navigation Grid for a 3d world?
I am attempting to find a solution to this problem. I'm trying to build a navigation mesh in the format of a grid of verticies locked to x,y floored coordinates in the shape of squares for 3D space. ...
4
votes
2answers
287 views
How to resolve push block physics in a 2D side scroller puzzle
I've been working on a 2D tile-based side scroller puzzle game in Unity with obstacles such as doors, keys, fans, portals, etc., but one type of obstacle, push blocks, is giving me some issues. Here ...
0
votes
1answer
110 views
Random layout rooms with intersecting walls
I am trying to layout few rectangle rooms on un unlimited map. The main condition is that every next room has to intersect with one of already placed with at least one point of the wall.
The number, ...
0
votes
1answer
69 views
Collision between free player and tilebased map
so I'm working on some sort of platformer in javascript where the map is tilebased but the player can move freely.
Now, i have a problem with collision detection/response. It's kind of obvious what I'...
3
votes
1answer
69 views
Determine if set of connected tiles can fit inside grid
Feel free to edit the title; I had a hard time figuring out how to explain it in a single line.
Here goes. I'm trying to generate these grids automatically, and randomly.
I have a grid of 25 tiles (...
3
votes
1answer
157 views
Pathfinding: longest route along tiles of same type
I'm programming a simple tile-based puzzle game, and I've gotten stuck trying to work out a pathfinding algorithm.
Here's how the game is set out:
The game board is (arbitrarily) 8 tiles wide by 8 ...
6
votes
3answers
1k views
Where to cast light/shadows in a 2.5D view?
I'm working on a tile-based 2D pseudo top-down/side-on game very much in the graphical style of Prison Archiect. More specifically, I'm referencing their style of drawing wall tiles where you can see ...
3
votes
1answer
62 views
Collision resolution when moving in two directions
I am making a bomberman clone and I'm having problems regarding moving on both x and y axis (pressing down+left, down+right, up+left). Here is a video to demonstrate the problem. I use Tiled for the ...
4
votes
2answers
103 views
Does scene2d(libGDX) know when an image is drawn out of the screen?
I mean, I want to make a tiled map using scene2d, so in the render method of my game...
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1f);
Gdx.gl.glClear(...
1
vote
0answers
114 views
2d grid vision(eye sensor) for a neural network bot?
I have a 2d grid and neural network bots living above it. What is a good way to give them vision of tiles in front of them?
Below I describe my idea that I don't know how to efficiently(or ...
0
votes
1answer
104 views
Tile-based collision problem with corners
I am currently making a tile based collision system. But I encountered a big problem I can't seem to figure out.
Use the image bellow for reference.
Gray lines represent the border between tiles. ...
5
votes
1answer
188 views
Adding terrain features to a perlin noise heightmap
I'm currently using Perlin Noise to generate heightmaps and model moisture levels as well as tree density to create terrain (in the form of 2D tilemaps - think dwarf fortress).
How can I generate ...
2
votes
2answers
199 views
About tiles in games
I'm trying to learn how to develop games in Unity and my base is tiled games, I would like to know if a simple tile is an image (sprite in 2D) or a game object in 3D.
Since I'm trying to do some kind ...
2
votes
2answers
136 views
How do I find the set of regions that are fully enclosed by a color?
How do I get all areas surrounded by a certain color in a multidimensional array?
For example, this map has three regions that are fully enclosed by red tiles. They are highlighted enclosed in pink.
...
4
votes
3answers
470 views
Efficiently Handling Entity-Interactions in a Tile-Based World
I've been programming Roguelike games lately and there's a common problem I always run into. I can't seem to find a satisfactory solution for handling Monster-Monster interactions.
For the intents ...
2
votes
1answer
47 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 ...
6
votes
3answers
350 views
Smoothing edges on procedural terrain
Using perlin noise to create a procedural island for a tile-based game. My map is stored in a 2d array, with each tile having a type (deep water, shallow water, beach, grass, forest, hill, mountain).
...