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

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2
votes
1answer
21 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
97 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
2answers
758 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
48 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
57 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); ...
1
vote
0answers
43 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
44 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
107 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
153 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
106 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
347 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
32 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
155 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). ...
10
votes
2answers
172 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
129 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
44 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
442 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
votes
0answers
98 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
235 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 ...
1
vote
1answer
69 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
151 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
119 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
131 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 ...
0
votes
0answers
58 views

How do I efficiently generate all valid configuration spaces of a Tetronimo in Tetris?

This question is relevant to How can I do optimal pathfinding for a tetris piece, which assumes we already have a start and end state. How we can efficiently generate all those valid configuration ...
2
votes
1answer
151 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
739 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 ...
2
votes
1answer
68 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
98 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
536 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
621 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
271 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
286 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 ...
4
votes
2answers
639 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
63 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
485 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 -> ...
0
votes
0answers
61 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 ...
1
vote
3answers
192 views

Finding neighboring coordinates on offset tile map

I have a grid of hexagonal tiles. Every other row is slightly offset for visual reasons. Imagine a player touches any tile - I need to compare the coordinate of that tile, with any tile they touch ...
1
vote
0answers
135 views

How can i get object from TMXTiledMap and store it in Dictionary variable ?

I've been following a tutorial to make tiled map in cocos2d x 3.0 , but i couldnt complete the rest of the tutorial because its for coco2d x 2.0 version, How can i get a value of property that is ...
1
vote
0answers
69 views

Building Irregular terrain in tile-based approach

I'm starting to build a 2D game, metroidvania-like, tile-based and all. I've had some prior experience in it, and one of the major letdowns of those prior games was that worlds seemed too "blockish", ...
-1
votes
1answer
188 views

How to handle pathfinding and path following with sprites the same size as the grid?

The game I am working on is currently using 32X32 collision boxes. I have implemented a working AI (A* - path finding method) which is based on the Grid Size. Lets say that I use that 16x16 grid , ...
0
votes
1answer
67 views

Most efficient way to hide out of bounds object in tile based environment [duplicate]

I am working on a desktop game in C#, with Monogame framework. I am storing the tile instances in a 2D Array, for the sake of easy collision detection. But the levels are big (often 100x100 or bigger) ...
1
vote
2answers
341 views

Tiled Rendering - Projection matrix

I'm trying to figure out how to perform tiled rendering of my 3d scene (OpenGL). The motivation is to cut the scene up into several textures, combining them into a single image for saving at a very ...
2
votes
2answers
156 views

How to find all the possible places to go on a grid?

Given the amount of steps you can take in a grid, how could I implement a way to get all the possible places a unit can go to, in a game like Advanced Wars? I have currently got A* path finding ...
5
votes
3answers
526 views

How can I do optimal pathfinding for a Tetris piece?

Imagine a standard Tetris board (10x20) using the standard set of 7 tetrominos. Given a Tetris game state and a target position, how can I find the optimal sequence of moves that will get the ...
4
votes
4answers
452 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 ...
2
votes
2answers
382 views

Movement on objects in 2D tile/grid based game

This question is an addition to both of these questions: Boat passing under a bridge in a 2D tile based RTS How to handle slopes/bridges in a 2d grid turn based strategy game While I get the idea ...
2
votes
2answers
449 views

Designing Diverse 2D Environment Tilesets

Is there an established methodology for designing diverse, quality 2d environment tilesets? I understand creating corners and borders and edges for different terrain types and materials, but I'm at a ...
0
votes
0answers
23 views

Placing tiles on 2D Simplex noise [duplicate]

I have been experimenting with 2D Simplex noise for a mini-project and while I cannot say I understand the maths behind it, I begin to feel quite confident with how I can manipulate it to get ...
0
votes
1answer
326 views

How can I smoothly move from tile to tile?

I've looked at other games with tile based movement. I am aiming to create a game like pokemon, where the player moves smoothly to the next tile. I am using KeyAdapter, in my KeyInput class. This ...