A regular tessellation of a surface to create uniform, contiguous cells arranged in a consistent pattern.

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3answers
859 views

How would I go about making a movement system like Mario Party?

Main question How would I go about getting a movement system similar to the one they have in Mario Party only minus the dice roll? Things I have researched I have been studying the uses for ...
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2answers
330 views

Aligning pathfinding to the center of tiles?

I'm looking to achieve tile by tile movement in a project I'm working on. I employed the use of the asset Simply A* Path-finding to allow a unit to navigate the terrain. Since the tiles are ...
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2answers
33 views

How do I handle objects with a width and height in grid-based pathfinding?

I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that? My initial idea was to ...
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2answers
324 views

Show a range grid movement as3

How do I show range of grid movement in AS3? When player controls a character and chooses "move" options, the grid of movement will be displayed as 3 grid of X, 4 grid of Y (Both sides, + and -). So, ...
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2answers
74 views

Round position to center of current grid position

The title may not make sense, nor may the question - I'll try nevertheless. I'm attempting to make a game similar to The Powder Toy. Essentially, this is a physics simulation game, where the users ...
4
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1answer
370 views

Finding a moving target in a maze

I'm making a game that is a bit of a mix of snake and pacman. Basically, two players go through the maze and each time they pick up a piece of candy, a cube is added to their tail. If one player ...
2
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1answer
139 views

Increment grid by rotation

I'm currently working on a grid for snapping objects side by side. My current script is working fine, but only for game objects which haven't been rotated. Here is an example video of the problem: ...
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1answer
98 views

Positioning game object on a grid

I am learning how to code by programming easy, 2D games. Here I want to try to get only a map, like in strategy games (2D isometric) and put new objects (pictures) on it. In short: I want load a big ...
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1answer
972 views

How to attach a sprite to a TMXTiledMap at a particular coordinate, in AndEngine?

I am trying to add a sprite at a "grid" location on the tiled map. The TMX tiled Map is like a grid, and you can access the size of the grid by calling mTMXtiledMap.getTileRows() and ...
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0answers
134 views

Proper Line of Sight in tile based game

My rendering engine currently takes "xMin, yMin, xMax, yMax" to render a rectangular region of tiles, and will automatically scale based on the size of the panel it is rendering to. However, I am ...
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0answers
30 views

How to find grid cells not seen by an object

I am writing a VB.NET program. I have a grid view which is made of multiple small cells called grid cell. On the grid view, I have placed an obstacle (red box) and an observer (blue box). My task ...
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0answers
65 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 ...
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0answers
94 views

Unity: Can I use sprites for tiles to overlay a grid over a plane mesh?

I have a plane mesh in Unity. I have various other meshes on this plane (props) with tags that denote the areas under these props are unwalkable. I raycast, project and generate a grid on this plane ...
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0answers
51 views

How do I recognize squares, rectangles … (like in TwoDots)?

I currently working on a small mobile game. Not a clone of TwoDots(!) but I need to recognize patterns like they do and I use the game as an example. How the game works? Players have to connect dots. ...
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0answers
20 views

Simplifying grid based intersection checking to not need 16 checks from each corner

I'm working on an "underground prisons and fire breathing lizards" inspired CRPG. So far I have implemented a "path drawing" method to, well, show the grid cells that would be involved if one were to ...
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0answers
42 views

storing hexagon-based (x/y) movements in a database

Im developing a hex(agon)-grid based game. The game is turn-based. Players move stuff on the map and they need to be allowed to issue movement-orders. Units move a certain amount of movement-points ...
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0answers
80 views

Laying an hexagonal 3d grid on a 2d-isometric game

I'm trying to create an hexagonal grid for my 2D game, but I got stuck when determining what exact angles/rotation for this 3d plane to have in order to fit with the current 2d isometric art. So right ...
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0answers
75 views

Grid board fill with special cells - predicting movement

I have to create an algorithm which will fill a board, which is made of square cells, with elements. Board can have different sizes and it doesn't have to be a square. Elements fall from top to ...
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0answers
80 views

Grab all tiles within a radius?

I'm working on a 2D tile based game. I want NPC's to be able to destroy tiles, and ideally I would have a function, which takes a central x,y and then based upon a circular area from that point ...