0
votes
1answer
199 views

How do I efficiently display image tiles in Unity 4.3 free

I previously wrote a TileEngine with SFML that I would like to port to Unity3D 4.3, but have not found a way to draw a tile on the screen programmatically in Unity. All I am looking for something ...
0
votes
1answer
109 views

Tile System with moving Platforms

I am using a tile based system where the level is stored in a char: char[,] Level2 = {{'.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.'}, ...
0
votes
2answers
571 views

Simple 2d tile based lighting in xna

I am currently trying to implement simple lighting into my game. My world is represented in a 2d array of numbers, each number being a certain tile. I am changing the color parameter in the ...
0
votes
2answers
233 views

How can I reuse objects going off left side of screen, by putting them offscreen on the right side?

I have an array of roughly 10,000 tiles over a 2d grid. When a tile goes off screen, I'd like to recycle it by disabling the renderer, repositioning it just before it comes on screen again, then turn ...
2
votes
2answers
1k views

Algorithm for continuously generating a tile map for a topdown 2D game? [duplicate]

In essence, what I'm looking for is a procedural 2D tilemap continuously generated in a fashion like Minecraft - which is to say generated as the player approaches the edges of the already explored ...
0
votes
1answer
255 views

A*, Tile costs and heuristic; How to approach

I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class. The first problem i ran into was that the ...
-1
votes
1answer
683 views

Xna tile map collision

I finally found a tutorial on tile maps and loading them in from a file that I understand (http://circlessuck.blogspot.co.uk/2012/09/xna-tutorial-basic-tile-engine-part-2.html), however the tutorial ...
1
vote
2answers
217 views

2D tilemap editor UI--how do I disable editing while save/load dialog is open?

I'm working on a basic 2D tilemap editor in C#/XNA. Currently, it displays the map through a picturebox through which XNA's output is being routed, and editing is accomplished through simply checking ...
1
vote
1answer
464 views

How can I implement collision detection for these tiles?

I am wondering how this would be possible, if at all. In the image below: The light brows tiles are ground, while the dark brown is background, so the player can pass over those tiles. Here's the ...
5
votes
2answers
4k views

XNA C# Platformer - physics engine or tile based?

I would like to get some opinions on whether i should develop my game using a physics engine (farseer physics seems to be the best option) or follow the traditional tile-based method. Quick ...
4
votes
5answers
2k views

More Efficient Data Structure for Large Layered Tile Map

It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in ...
1
vote
2answers
799 views

How do I implement fog of war in a tile-based game?

I have created a 2D Tile Based game. The game has a single path that the sprite can move on. I want to create to make the entire screen black except for where the sprite is. The sprite has commands ...
2
votes
2answers
368 views

Tile map collision is not working properly

I am having problems setting collision between my sprite and the tiles. I have only done the code for colision for moving upwards but some places on the map it moves up and some places it doesn't. ...
1
vote
2answers
808 views

How to calculate the direction a ball must bounce

I have a tile engine I have made. I can detect collision between the ball(the player) and the tiles. When a collision is detected all the colliding tiles are stored inside a list. My question now is, ...
5
votes
2answers
2k views

How do I resolve a collision with two tiles at once?

I am having some problems with collision detection. I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but ...