Identically shaped objects (often squares or hexagons) representing spatial information.

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1answer
81 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
37 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
22 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 ...
46
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"...
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0answers
19 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 ...
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0answers
16 views

Mouse coordinates to Isometric world coordinates [duplicate]

How can i convert mouse position to isometric world coordinates? I was searching answer on internet, but their solution did not work.
2
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1answer
102 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
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0answers
53 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
125 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
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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
50 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. ...
4
votes
1answer
171 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
203 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
103 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
66 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
65 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
131 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
61 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
81 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
78 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
74 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
165 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
169 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
120 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
414 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
40 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
264 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). ...
11
votes
2answers
255 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 ...
2
votes
1answer
169 views

In a tile-based MMO, how do I decide which players need to receive what updates?

I am planning a tile based MMO, like Tibia or top down Minecraft. I'm using a client-server model. I've got almost everything figured out, with a notable exception of state updates. When information ...
0
votes
0answers
59 views

Deterministic steering behaviors

I'm working on a turn based strategy game (like Jagged Alliance), where the player moves his units individually during his turn, while the enemies (zombies) all move and react simultaneously. I use ...
4
votes
1answer
533 views

Memory-Efficient, Optimized Terraria-Like 2D Lighting

I am working on a terraria-clone and I am aiming for it to be able to be run on most Android devices. I am able to generate a world, jump around, etc but I am not looking to add in some efficient ...
0
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0answers
158 views

Snap gameObject to grid tile

I'm making a 2D TD game and currently I have made using quill18 tutorials a simple building system. However I'm trying to have it snap on my tiles as I mouse over them. This is my script applied to ...
4
votes
3answers
1k views

How do I efficiently fill the background with a tiling image?

I'm learning Unity by developing a 2D game. It's similar to RimWorld and Prison Architect. I have a 32×32-pixel grass tile image that I want to fill the background with. Here's a screenshot from ...
2
votes
1answer
121 views

How do I avoid lag when dynamically loading a map chunk?

I have a procedural 2d game which extends in all directions, on the surface similar to Terraria. When a player moves their camera close to the edge of the currently loaded terrain, I trigger an expand ...
2
votes
1answer
227 views

Wang tiles generating

I'm trying to get rid of repetition on terrain, when viewed from up high. To achieve that, I've chosen Wang tiles. One thing I'm missing, and can't really find is any kind of generator that can take a ...
1
vote
1answer
171 views

2D grid based game merging boxes

Basically what i have at the moment is a tile based game with a grid containing a number of colored cells. this is what i've done so far The prinipal idea of the game is that the user has to ...
1
vote
0answers
43 views

Tile based in-game room building [duplicate]

On a tile based strategy game I'm working on the player may select an area in which a room is placed. To do so the player selects the tiles. Either by clicking on each individual tile or dragging from ...
1
vote
2answers
170 views

Smallest, most memory-efficient way to have tiles? (C++/OpenGL)

I need to have tiles in my game, just 16x16 images, there would be hundreds (or even thousands) that make up a level. Of course it's not viable to have thousands of memory-hog normal entities, but ...
2
votes
1answer
202 views

Mixing perspectives in an oblique-perspective game

I've been creating an adventure game using 45 degree angled tiles to create a 3D illusion- aka oblique style. Using 45-degree angles... I can create pretty much any size or shape building I want: ...
3
votes
2answers
1k views

How do I determine the draw order of isometric 2D objects occupying multiple tiles?

My current sorting method works only for objects that occupy 1 tile and fails for multi-tile objects. For examle, the bed in the above picture occupies 1×2 tiles, and the sorting fails. Also that bed ...
2
votes
1answer
82 views

Java: Problems with Tile Collisions

I have created a tiled map using a BufferedImage (img) from a PNG. From that, I would like to detect the player's (peter) collisions with individual tiles on the map. However, my code will not run and ...
3
votes
1answer
114 views

How do I make an AI that stays at a distance from the player act correctly when cornered?

I am working on a few different AIs for a tile-based game. I'm trying to figure out one where that tries to keep a certain distance from the player. So if distance becomes small, move away. The whole ...
7
votes
3answers
556 views

Determine whether a shape formed from a series of other shapes is 'unbroken'

I have a grid of tiles in a game and each tile can have a certain simple shape on it. I want to be able to determine whether the combined shape from any given arrangement of these tiles results in ...
9
votes
1answer
814 views

Why are 16×16 pixel tiles so common?

Is there any good reason for tiles (e.g. Minecraft's) to be 16×16? I have a feeling it has something to do with binary because 16 is 10000 in binary, but that might be a coincidence. I want to know ...
0
votes
2answers
400 views

finding a path from one point to another with obstacles help

Im building a tile based game and im implementing my path finding algorithm. Currently, it can find a path from point A to point B with no problems. However, if there are obstacles between point A and ...
0
votes
3answers
323 views

Error in Finding Nearest Hexagonal Tile

Using Openfl for a game using hexagonal tiles Working out the problem of walkability in a game, and I've run into an issue with my Hexagonal tiles. I think it is an odd rounding error of sorts. When ...
7
votes
2answers
945 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 ...
1
vote
1answer
83 views

Correctly bitmasking path tiles based on existing paths

Currently, I have a bitmasking implementation that sometimes incorrectly bitmasks the tiles. Conventionally, it is done correctly, and the math/etc is sound, but it achieves results such as the ...
1
vote
1answer
1k views

LibGDX Tiled Map - how to get embedded objects

I am using LibGDX to learn Game Development. I have reached the phase I am learning to use Tiled Maps. In Tiled map editor, there is a feature where we can pick a tile in the tile set, go to View -> ...