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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28 views
How to draw textured tile map in opengl
I am trying to create a textured hexagonal tile map in opengl. I have the VBO and respective index buffer. Additionally I have a texture atlas for texturing individual tiles. I'm attempting to create ...
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24 views
Get the layer player is standing upon
In Unity i have a 2d tile map, how can i know on which layer of my tilemap the player is standing? Keep in mind that at the moment i don't have separate gameObjects for each tile as this is a simple ...
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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 ...
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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 ...
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42 views
Create a spreadsheet for a tiled map
My plan is to write a tile map generator, that will automatically take the right sprite out of a spreadsheet, and place it on the game board starting from the basics in this tutorial for Unity.
My ...
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33 views
MonoGame - Improving 2D array Spritebatch performance
I'm looking to improve the performance of my Draw() method for my tilemap. I've poked around for a few hours and done things like:
Removed any new calls from the for loops where I'm drawing the tiles....
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1answer
68 views
Top down tile based game render order
I'm making a simple top down (like this) tile based game (using JavaScript, for reference)
I use Tiled for making maps. I have sprites that are more than one tile high, and so whenever they are in ...
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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 ...
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1answer
87 views
How to make my Diamond-Square-algorithm less 'random'?
I'm currently writing a world generator for a Tilemap-Engine in C++.
But there is a little problem concerning the Water to Land ratio.
My DiamondSquare-class returns a field of random float-values ...
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3answers
3k views
Best practice for map coordinate system
Are there any conventions and/or best known methods around coordinate systems in game maps? Is the origin usually positioned in the center of the map? Or does it live in a corner and the map is built ...
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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 ...
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1answer
31 views
XNA player/tile collision not working perfectly
So I've built a map tile engine in XNA, and have been working on the player/tile collision. The method I'm using works well to some extent, but the player will often move through the walls and get ...
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1answer
42 views
Create Full Tile Map Zone in an Art Software, then generate corresponding tile name list?
I'm completely new to tile map creation. I'm a programmer and I'd like to make life easier for myself. It's a bit long to explain the problem I think I have, but bear with me.
The Scenario:
From ...
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1answer
71 views
JavaScript - Updating a canvas real-time… from server-side or client-side
I have this 2D tilemap game 13x13 viewport (169 tiles drawn on canvas at a time) of a 150x150 map. Each tile is 32x32px. Obviously I only update the 13x13 viewport...
I want to update a canvas in ...
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1answer
56 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 = ...
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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 ...
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1answer
26 views
LibGDX - Centering different sized Tile Map Levels
Suppose I have a Level 1 tilemap which is 32 x 16 tiles in size, and when the player exits into another room, which is on 10 x 6 tiles in size, what's the best way to center the viewport. At the ...
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1answer
137 views
Tile based movement with SKAction (Xcode 8, Tile Map)
I am trying to make a game where the Hero can move like in Pokemon with SKActions.
But the movement looks unprofessional and have delays.
How can we handle to move the Hero smoothly with SKActions ...
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2answers
51 views
How to make an object move outside the map and appear on the other side with a tilemap?
I have a tilemap where a character moves from tile to tile. I'm trying to make it possible for the character to move outside the screen and reappear on the other side, just like the tunnel in Pacman.
...
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1answer
52 views
How to set building in sequence like COC game using tiles map in cocos2d-x V3.9?
i am developing game in cocos2d-x V3.9. i want to create base like COC game. set all buildings in sequence and it can't be overlap with each others. i want also make boundary for develop city view. ...
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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, ...
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60 views
Travian Map with tiled staggered isometric in xamarin cocossharp
I want to create a static staggered isometric like Travian map in Xamarin (Nothing moves on it , just like travian)
Is Tiled with CocosSharp the way to create it ?
(Please gimme a link to a guide if ...
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4answers
267 views
Determining how much of a tile is intersected by a ray to help calculate lighting and deal with shadow issues
I'm currently using the following steps for my lighting system
Calculate all the tiles along the perimeter based on the radius of the light
Cast a ray from the center of the light to each perimeter ...
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0answers
46 views
Advice on mapping tiles to a height map/3D world
I've been attempting to think of a way to map tiles to a height map. Where a grid can be either layered or integrated into the world data. However, since I am not using voxels I could use some advice ...
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2answers
73 views
How to handle Tilled Map z index order with player in libgdx?
The below 1st image is the example how I render tiled map with player, I can properly change the player z index, If I want to make the player below the box i just set the z index to 0. But the problem ...
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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 ...
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0answers
35 views
Cocos2dx v3 Problem with moving Sprite on tilemap after it was scrolled up
I have a problem I can't solve so far.
I have a scene with tile map on it. And there is a Sprite spawnpoint on map. This Sprite should do MoveTo() action to the point where TouchEnded().
It all works ...
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2answers
106 views
Big maps with deep zoom and pan
I have a world map of 14048x7134, the game starts with the zoom completely out and during the operation it zoom in and zoom out and pan in all directions, it can get really near the surface, at almost ...
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votes
2answers
55 views
Isometric map black screen
I am trying to create an isometric map and I am very new to it. Please see the attached example map. While rendering it I've noticed that when my actor reaches the edges of the map the player can see ...
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0answers
60 views
Optimize field of vision algorithm in a grid tiled map
I am trying to implement Field of View algorithm in my game and I followed the great tutorial here : sight-and-light and here is what I got so far :
As you can see it works fine for me :)
And then I ...
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votes
1answer
32 views
Calculating the poly vertices based on the result of Connected Component Labeling
I am making a tile based game.
And now I can find all the connected area using the Connected Component Labeling algorithm.
But now the problem I am having is how to calculate the poly vertices of ...
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0answers
48 views
How to use multiple tilesets in a map?
I'm currently looking at this phaser example: http://phaser.io/examples/v2/tilemaps/blank-tilemap
Here, the author creates a simple tilemap editor. In line #33 he adds a preloaded image as tileset.
...
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vote
1answer
84 views
One large tileset or multiple tilesets
I'm currently writing a 2d tile scroller for a hobby project and I can't find any resources to give me a clear answer to which is more efficient to do.
Each block contains tiles 44 by 24, 32px x ...
2
votes
1answer
87 views
How to make map generation with Perlin noise look more like an actual map
I have been following a guide on Perlin noise, but I can't post the link here because of my current reputation level. I will post code if needed.
When I get noise from this distribution, I tend to ...
3
votes
2answers
212 views
Traffic system in isometric game
I would like to create a traffic system in my tile-based isometric game and I would like to ask for some good approaches because I don't have a clue how to begin.
Right now I have a tilemap and keep ...
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1answer
294 views
Monogame - custom json content importer
I am trying to build a JSON tile map importer for the content pipeline of Monogame but I'm having difficulty doing so. I have been following this tutorial and got something... But now it appears my ...
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1answer
94 views
js canvas tiled map - for loop, while, or matrix
I am making a top-down view tiled map in canvas, where player is always in the middle of the screen, and map scrolls depending on where you go, like in moba games. I also want it to loop infinitely in ...
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1answer
94 views
How can I model AI Interactions across the entire game world without computing them individually? [duplicate]
I'm making a 2D top-down tile-based game in C++ using SDL2. The game uses a very large world map (think Dwarf Fortress).
My world terrain is generated using a noise function, another function is ...
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2answers
77 views
2D Collision in tilemap - ArrayOutOfBounds
im trying to do collision detection with world based on tilemaps (two dimensional array)
array -
private int WIDTH = 10;
private int HEIGHT = 6;
String[][] simplemap = new String[][]{
{ "0","1"...
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1answer
408 views
How to handle interaction with the map in a 2D-RPG-typed TileMap?
Sorry if this is a long post, but I'd like to explain the context before asking my question ^^"
I'm currently working on my "first" game (the more advance one, at least). It'll be a 2D-ARPG where the ...
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0answers
68 views
What's the best way to store tiles' infos in a 2D table?
I need to know what's the less time / memory consuming way to store the infos about each tile in a 2D table. The first thing that came to my mind was creating a table holding the infos, and then ...
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0answers
124 views
Webgl: pixel perfect tilemap rendering?
The problem described below is a follow-up of Seamless tilemap rendering (borderless adjacent images).
I'm not sure to fully understand the rendering issue I have, so I'll try to describe as much as ...
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0answers
55 views
Orthogonal Tile Map with Camera's fixed rotation
I am working on a game that will have a 2D orthogonal view and Tile maps like, for example, Super Nintendo's Zelda (or something less old and nostalgic but with similar maps :). It will have mainly ...
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0answers
192 views
Box2dMapObjectParser isometric map - bodies have wrong position and size
I'm using Box2dMapObjectParser to load Tiled objects layer onto my IsometricTiledMapRenderer'ed TiledMap.
It works OK with a UnitScale of 1 but the position is wrong and some shapes have weird ...
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0answers
78 views
Dealing with floating point imprecisions in a 2D Tiled based game
I'm using unity3d to create a little horizontal tile based platformer game. My entities have a rectangle defining their collision volume.
On the other hand I'm using a camera configured to 1 unit = ...
5
votes
1answer
137 views
Are there definitive, unambiguous terms for hexagon tile orientations?
I have been working on a tile map editor and plan to support two orientations for hexagons. I have seen various terms used, but these all seem ambiguous to me.
Horizontal, Vertical (ambiguous: does ...
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0answers
67 views
Why is my tiled map moving when I move the camera in libGDX?
I use LibGDX. I have created a map with Tiled Map Editor and loaded it to the game. Everything else is working well, but when I move the camera, the map moves: it jumps or floats.
My code:
public ...
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1answer
77 views
Rendering three-dimentional array of tiles (as a tilemap)
I'm trying to create 2d game engine in C++ using SDL2 (actually some code was migrated from SFML). I want to have a flexible multilayer tilemap that can store different types of tiles. My current ...
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3answers
99 views
Tiled height level collision
I have created the below tilemap in tiled and I am wondering about a good approach to "separate" these two different heights in the map. I would like to keep it tile based, so adding a object layer ...
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0answers
33 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. ...