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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47
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3answers
32k views

Random map generation

I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path ...
46
votes
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 ...
31
votes
1answer
8k views

Difference between “staggered” isometric and “normal” isometric tilemaps?

The Tiled Map Editor v0.9 recently added support for staggered tilemaps in addition to its usual isometric tilemap support. What are the exact technical differences between these two types of ...
27
votes
3answers
5k views

Random seed function for map generation?

I am looking for a function to generate a random tile-based map as the visual boundaries of the map change (by going through the map). I want the map to be infinitely large, and have maze-like ...
20
votes
2answers
4k views

Algorithm for procedureral 2D map with connected paths

Problem to solve: Generate a random 2D dungeon map for a tile-based game where all rooms are connected. I am looking for better solutions than what I currently have. My current solution is that I ...
17
votes
4answers
8k views

Generating tile map

I am programming a tile based game and I have some basic tiles (grass, dirt, etc..), but I can't figure out how to make good random map generation, because when I do some really random selection, if ...
17
votes
3answers
26k views

How can I create a random “world” in a tile engine?

I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this? The procedural generation algorithms I have ...
15
votes
6answers
3k views

Seamless tilemap rendering (borderless adjacent images)

I have a 2D game engine that draws tilemaps by drawing tiles from a tileset image. Because by default OpenGL can only wrap the entire texture (GL_REPEAT), and not just part of it, each tile is split ...
13
votes
3answers
5k views

In XNA, how do I dynamically load parts of a large 2D world map?

I want to develop a huge world map; at least 8000×6000 pixels in size. I have broken it into a 10×10 grid of 800×600-pixel PNG images. To avoid loading everything into memory, the images should be ...
12
votes
1answer
2k views

Efficient way to calculate “vision cones” on 2D tile map?

I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain ...
12
votes
1answer
2k views

How to Simulate Height in a Tiled Top-Down Game

How can I simulate height in a top-down tiled 2D game? One way I thought was to make tiles which are supposed to be higher brighter, but I was wondering if there was a standard or better ...
11
votes
4answers
1k views

Did old games like Golden Axe or Street or Rage use tilemaps? [closed]

I am wondering if old games like Golden Axe (genesis) or street of Rage (genesis) used tilemaps or background bitmaps for the levels. I could not find any resource that explain this and searching ...
11
votes
2answers
4k views

How can I randomly generate 2D tile-based side-scroller terrain?

I want to randomly generate a map for a 2D sidescroller game using the following tileset: I have found a few great articles on the bitmasking process, for example: http://www.angryfishstudios.com/...
11
votes
2answers
239 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 ...
10
votes
3answers
7k views

Road / river generation on 2d grid map

This is a newbie question, but here it goes: My map is a 2d grid, and I want to generate roads and rivers. The route from the starting to ending point must not be the optimal route in number of tiles....
10
votes
2answers
8k views

Tile map/terrain implementation with differing heights of neighbouring tiles

Ahoy! I'm looking for some information about tile maps, or rather, what a specific type of tile map is called. I'm interested in the kind of implementation used in rollercoaster tycoon, or the ...
9
votes
2answers
3k views

Tilemaps in a Entity System Framework?

I have been reading up on Entity System Frameworks specifically Artemis. I am trying to decide if it is right for me. I strictly work on tile based 2d pixel art games, and I don’t think they will ever ...
9
votes
2answers
649 views

Diagonal line of sight with two corners

Right now I'm using Bresenham's line algorithm for line of sight. The problem is I've found an edge case where players can look through walls. Occurs when the player looks between two corners of a ...
8
votes
3answers
534 views

Is it feasible for a Server to send nothing more than a tile-based area to a Client?

To start, I have a good amount of background in networking (hardware, routers, ex.) but very little knowledge past the basics of network programming. This may seem like a stupid question, but I want ...
8
votes
3answers
302 views

How can I author objects with perspective that fit into a tile-based map but span multiple tiles?

I'm creating a tilemap city and trying to figure out the most efficient way to create unique building scenes. The trick is, I need to maintain a sort of 2D, almost-top-down perspective, which is hard ...
7
votes
2answers
3k views

Choose tile based on adjacent tiles

I am working on a tiled map editor, and I need to choose tiles automatically, based on the adjacent tiles. For example, when placing a road tile, next to another road tile, the two need to be oriented ...
7
votes
3answers
3k views

LibGDX keep camera within bounds of TiledMap

I have a simple TiledMap which I can render fine. I have a player hopping (with Box2D) around and my camera follows the player around: cam.position.set( player.position().x * Game.PPM + Game....
7
votes
3answers
470 views

How can I distribute powerups “fairly”? [closed]

I'm implementing a Bomberman-esque game in which players try to eliminate each other on a square tile-based arena. I'm currently implementing powerups that give the player who collected them a bonus (...
7
votes
2answers
3k views

Elegant autotiling

I'm looking for information about how people implement autotiling in their tile-based games. So far I have always improvised it with a bunch of hardcoded "if ... else ..." statements, and now I ...
7
votes
3answers
6k views

isometric drawing order with larger than single tile images - drawing order algorithm?

I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles. This creates a ...
7
votes
2answers
898 views

Implementing RPG Maker Auto Tiling

I'm currently working with Phaser, making a game that's procedurally generated. I wanted to use some RPG maker art in my game (for reference, I'm using the RTP). I stumbled across this article, which ...
6
votes
4answers
1k views

Find nearest tile of type x

I currently have an array of tiles which makes up the tilemap (stored as an int array) and I want an NPC to be able to move itself to the nearest tile of type X (ie find the nearest tree and chop it ...
6
votes
2answers
1k views

storing procedurally generated roguelike world into zones

I am currently developing a 3D roguelike game which will take place in a very large world. The world is generated by procedural algorithm supplied by external script in run time. To speed up rendering ...
5
votes
5answers
5k 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 ...
5
votes
2answers
2k views

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

I am having some problems with collision detection between a player and the environment in a tile-based game. I have a player objects, Tiles and what I call MapObjects. The tiles are all 16×16. The ...
5
votes
4answers
577 views

Storing walls that are between tiles

I am writing isometric engine in c++. I decided to take a more realistic approach and make walls occupy space between two tiles, not a single whole tile, as shown in the picture below (just like in ...
5
votes
3answers
1k views

Isometric tile map format

I've just knocked up a fairly basic isometric tile based game and I'm looking for the best way to store the level data. Each tile coordinate is assigned one or more numbers that correspond to a tile ...
5
votes
2answers
1k views

3D models on 2D tilemap perspective when scrolling

I am creating a small top-down game, where the player traverses a 2D tilemap, with an illusion of depth provided by 3D models for things like buildings or trees. Having gotten to the point where I ...
5
votes
2answers
5k 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 ...
5
votes
1answer
125 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 ...
5
votes
1answer
309 views

AI, Pathfinding - Searching Behavior

I'm developing a top-down 2D game mostly based off a tilemap/grid. The player will be able to build structures on this grid while other objects like vehicles will move around freely. I've been working ...
5
votes
1answer
3k views

Circle-Rectangle collision in a tile map game

I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I ...
5
votes
2answers
268 views

Should an actor know its position (or map should know it)

In a tile-based game (in this case MMO), should an actor (e.g., player) know its position, or should only the map know its position? If an actor is placed on a grid map, it is placed on a specific ...
5
votes
1answer
639 views

Isometric Screen View to World View

I am having trouble working out the math to transform the screen coordinates to the Grid coordinates. The code below is how far I have got but it is totally wrong any help or resources to fix this ...
5
votes
2answers
4k views

3D terrain map with Hexagon Grids

I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer ...
5
votes
5answers
4k views

Is it possible to map mouse coordinates to isometric tiles with this coordinate system?

I'm trying to implement mouse interaction in a 2D isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful things like this....
5
votes
1answer
157 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 ...
5
votes
2answers
5k views

How would I implement procedurally generated tiles in libgdx?

I'm creating a simple top down Zelda-esque game in libgdx, and I want to implement tile-based dungeons that are procedurally generated, similar to this. Libgdx does have a class called TiledMap which ...
5
votes
1answer
1k 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 ...
4
votes
1answer
6k views

how to get width and height of TiledMap in the latest Version of Libgdx

I am making a tiled based game, I want not to let the camera show places, where there is no map... this is a obvious solution I got from a tutorial if(camera.position.x<400){ camera.position....
4
votes
2answers
164 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 ...
4
votes
1answer
2k views

Adapting tilemap algorithm to support isometric tilemap

I'm using Phaser to build an isometric game. The framework doesn't have support for isometric tilemaps yet, so I'm starting to write a PR for it to support. What I currently have, loading an ...
4
votes
4answers
8k views

Effecient tilemap rendering

I have done mostly tile based games, but never really bothered with optimization. I always just rendered all the tiles that convered the viewport. I am currently working on platformer for a mobile ...
4
votes
2answers
265 views

How would I go about updating my electronic circuit simulator's 'electricity'?

I have made an application which allows the user to place down wires, power sources, and inverters on a virtual circuit board. All connections between tiles are automatic, as shown here: As you ...
4
votes
1answer
692 views

Working principle of an RPG map

I am currently thinking of building a basic browser-based 2D(that would eventually become 2.5D) RPG. I have planned everything and I think that would be able to accomplish the current goals, but it ...