Patterns of identical shapes (often squares or hexagons) that have no gaps. They usually represent the playfield in various games.
0
votes
1answer
17 views
Problems implementing a Sign Sprite in Libgdx
I am making a tile based game in LibGdx. I am using the TiledMap in .tmx format. I want when my player reaches a tile whose property is set (tileType -> sign), he should see a Sign sprite and on ...
0
votes
1answer
81 views
How to implement tile enemies behavior? [closed]
I'm having a difficult time to understand , how to implement the behavior of an enemy in a tile based game,
movement
attack
behavior per enemy level ( higher level enemies should be hard to kill)
...
1
vote
1answer
13 views
Seamless tiling with TexturePacker and Marmalade/IwGX
I'm looking for a way to get seamless tiling working, where the tiles are sprites off a TexturePacker sprite sheet, and the rendering is done with Marmalade's IwGX's streams. I also need to render the ...
0
votes
0answers
28 views
Android Dynamic 2D Map
My problem is, I want to create a 2D tiled map. Yes, I know it's been asked a lot. I've seen answers that propose the use of tiled however it only allows (or so it seems to me) to generate static maps ...
0
votes
0answers
22 views
Collisions using Tide editor and libgdx [duplicate]
Im starting using libgdx and the tide editor for maps. I have a doubt about defining the collisions of the tiles I draw on the editor. I would like to create tiled maps for a top down perspective ...
0
votes
1answer
88 views
Most practical isometric tile, or does it even matter? [closed]
I am asking for the most practical/convenient isometric tile. I have seen a lot of tiles, some like this (you have to zoom in somehow to see the pixels, sorry):
I know there are different types ...
20
votes
4answers
1k views
Is the Manhattan distance monotonic when used as heuristic function?
I have a square-based map. Only horizontal and vertical movement is allowed (no diagonals). Movement cost is always 1.
I'm implementing an A* algorithm on that map, using the Manhattan distance as a ...
9
votes
3answers
306 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 ...
5
votes
4answers
204 views
Tile-based multiplayer game: server and client load
I'm developing a multiplayer tile-based game (imagine habbo) and having some trouble with the movement. The idea is to click on a tile (target tile) so your avatar moves there and everyone can see you ...
4
votes
0answers
83 views
How can I achieve smooth shading / glow from one tile to another?
I've been working on a tile-based game in which some areas may be lit (currently seen), some may be black (never seen) and some may be dark (previously seen, but not currently seen).
Looking at the ...
6
votes
2answers
160 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 ...
0
votes
1answer
55 views
Quick 3D sight calculation algorithm
I have a tile based board game where units move in 3D space on a 2D isometric view. When calculating attack tiles for a unit, how do I verify that they aren't shooting through a wall or a level too ...
0
votes
1answer
65 views
How to store NPC movement data?
In my 2D tile-based game, I have NPCs that move around on a fixed path. I am putting the information about the NPCs in a .plist file that is loaded on startup. The thing is, I'm not sure how to format ...
-1
votes
1answer
60 views
Slick2D and TileD [closed]
I've been learning Java for a while, and with my aims of being a game developer later in life, I've came across Slick2D+lwjgl and following tutorials and making some little things. However; I don't ...
0
votes
0answers
35 views
Need help with collision with player and tiles XNA [closed]
I have a player collision with the rectangle size 16x32
and the tiles are in 16x16 sizes. I have a problem checking collision with player touching 2(or more) tiles ontop of each other.
My code works ...
0
votes
2answers
132 views
Displaying possible movement tiles
What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are ...
1
vote
3answers
182 views
Splitting tileset into individual tiles
I'm trying to split a tileset (from here) into individual tiles.
For debugging purposes I wrote some code to split the tileset into individual tiles and display them on screen, but some aren't being ...
2
votes
1answer
90 views
Get average tile color
In my 2D game I have TileSet class that loads the texture and creates Rectangle[] array which stores each tile coordinates. Pretty basic stuff. Now I'd like to also calculate and store the average ...
0
votes
0answers
69 views
Why does Slick import Tiled object rectangles without width, height, and name tags?
I tried using Tiled rectangle objects as walls with Slick's TiledMapPlus class, but as I soon realized that each GroupObject would return 0 for width and height. The code I used looks like this:
...
0
votes
0answers
143 views
2D tile-based collision: avoid tunneling
We have a box that tries to move from A to B. In order to avoid tunneling we need to check if there is a collision in the path described by its four corners.
Let's focus on the bottom-right corner of ...
2
votes
1answer
159 views
How to know the boundaries of an isometric tile?
In a 4x4 square tile, it's easy to know which pixels are inside the tile's boundaries. I know immediately that the 4th vertical pixel is supposed to be drawn but the 5th isn't.
However, on a ...
0
votes
3answers
218 views
How to create levels (tile maps) [closed]
I am new to game programming and I am having so much hard time learn on my own. My goal is to make a game with different levels.
so far my plan:
i have 2 classes
1 - main.java
2 - level_01.java
3 ...
1
vote
1answer
108 views
Help developing grid maps
I have been working with Tiled and Cocos2d lately but am having problems understanding how Im suppose to be doing the maps.
Tiled is not an image editor, so I create my tileset in Gimp. However it ...
2
votes
2answers
271 views
Implementing tile-based movement on 2D platformer
I'm trying to make a cinematic platformer, in the veins of the first two Oddworld games, Flashback, Prince of Persia, Blackthorne and so on. This article describes very well how this kind of movement ...
1
vote
1answer
179 views
Tiled map seen from an angle
I have working code to display a tiled map. It's composed of a OrthogonalTiledMapRenderer and an OrthoGraphicCamera :
camera.setToOrtho(false, WORLD_WINDOW_SIZE.x,
WORLD_WINDOW_SIZE.y);
...
0
votes
1answer
144 views
Creating a BufferedImage with several smaller images?
I am making a 2D tile based game. The tiles render fine from a spritesheet and a text file. However, I am using a for loop to draw the map to the screen. When it refreshes, it slows down the loop, and ...
1
vote
1answer
327 views
How to render a tilemap efficiently? [duplicate]
I'm using this code to load a tiled map, composed of 1000x1000 32x32px tiles:
map = new TmxMapLoader().load("levels/xyz.tmx");
camera = new OrthographicCamera();
camera.setToOrtho(false, ...
3
votes
2answers
137 views
How do I eliminate black bar artifacts in AndEngine/TMX plugin?
I used AndEngine gles1 along with the tmx plugin to generate my background maps. The image width is not fit to my virtual device, so I increased the tmx image size. Here is my code for the camera ...
-1
votes
1answer
190 views
Should I load a game map as a tile map or as an image map? [closed]
Which is better for game prototyping of a game map: a tile map or an image map? What are their respective pros and cons? Should I, in other words:
Load the map as a png and set collision points ...
-1
votes
2answers
461 views
How to make a map [closed]
For school my group and I are going to make a 2d turn based strategy game on android.
We are trying to make a simple version of Advanced Wars(screenshot1 Gameplay).
But we don't really know how to ...
1
vote
0answers
72 views
How do I make a custom tileset for Flixel that supports autotiling?
I've been Googling this problem for a while now. I'm currently porting one of my Java games to Flixel, and I want to use the original 16x16 tileset I made. In the original game I implemented my own ...
-2
votes
2answers
221 views
How can I draw a map that is stored in arrays [closed]
I have spent over 12 hours with no avail trying to successfully draw my map.
The map is stored in an array called Tiles[]. Each value in Tiles can either be 4 numbers:
Grass
Stone
Water
Void (EMPTY ...
19
votes
1answer
888 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 ...
0
votes
1answer
160 views
Is caching tiles like this a good idea?
I have a 2d int array which represents tiles on level like this:
0000000000000000000000
0000000000000000000000
0000000000000000000000
1111111111111111111111
I have a tileset vector, where each ...
1
vote
3answers
175 views
XNA seams between 3d primitives in tiled terrain
Every time I draw two primitives side by side, in this case two quads, I always get this seam-like tearing effect right along the sides of them. I'd like to think there is just an easy fix, but the ...
-2
votes
3answers
489 views
Does Unity support 2D tiles/blocks? [closed]
I'm working on an XNA isometric game and I've already done lot of work. Since
XNA is going to be discontinued, I'm not sure if I should change engines or not. So I'm looking into alternatives.
I'm ...
2
votes
1answer
48 views
pytmx: issue trying to get the correct texture rectangle for sprite for objetcs on map
:D Hello :D
I am currently developing a game engine. I'm using maps designed with Tiled and I placed several objects on a test map to develop the feature of loading objects as sprites/entities and ...
1
vote
1answer
150 views
Tile Based Engine: Storing Tiles and Levels
I've worked with tile-based engines before (a few years ago when I was pretty green). Now that I know a bit more, I want to revisit tile-based engines but I want to approach it correctly. I want to ...
0
votes
2answers
235 views
How can I move an object over a drawn tile map in HTML 5 without constant buffering?
I've been messing around with HTML5 for quite some time now but this is something that I guess I haven't figured out how to handle well yet. I'm sure there's an extremely easy solution and I just ...
1
vote
2answers
208 views
Tile-based game with DirectX - issues with transparency and StretchRect
In my current project I have a class which loads a map file and then it should load all associated tilesets (no transparent tiles - I used to work with magenta as a colorkey) and precreate a surface ...
1
vote
6answers
446 views
Is it good to sort objects list before every rendering?
I need to render a "tile" game, which are like these:
or
or
I don't know how to render them in correct order. I intend to perform a sorting operator before every rendering (depending on their ...
1
vote
1answer
67 views
TiledMaps and real objects
I'm creating a simple game for the iPhone using Cocos2d.
I'm having a hard time understanding how add real objects to a tiled map.
I know that you can add an object-layer to the tiled map and set the ...
1
vote
1answer
69 views
Automatic Tile Transitions Not Working Correctly [closed]
I've started writing a tile based game in XNA today using the tutorials here. I'm on the Part 6 - Side Topic - Auto Transitions at the moment. My transitions aren't working correctly as you can see ...
0
votes
1answer
50 views
Saving an arbitrary sized 2d array
I'm trying to create an arbitrary sized(but not infinite) 2d tilebased world. My question is, how do i save a world like this?
My idea was to split up the tiles into bigger chunks and then save those ...
0
votes
3answers
282 views
How to draw only visible tiles?
I have a big map with isometric tiles(3d camera), how can i draw only visible tiles ?
Whats the best way to do that ? space partitionning (octrees etc...)?
0
votes
1answer
291 views
Please help me with my 2D isometric tile picking [duplicate]
Possible Duplicate:
How to convert mouse coordinates to isometric indexes?
Okay, I apologise in advance if I make no sense here.
Basically, I've got a simple application that takes in a ...
-1
votes
2answers
117 views
Tile collision, can't get correct behaviour [closed]
I define a tile with a rectangle. This is displayed below.
public class Tile : Sprite
{
Rectangle rectangle;
public Rectangle GetRectangle
{
get
{
return ...
6
votes
2answers
232 views
Algorithm to select all cells inside rooms/regions
I have a 2d game map consisting of several 'rooms'
For example, here is a 2D map grid: (Brown cells = wall tiles)
If I click on a tile (that isn't brown), I would like to obtain an array of all ...
0
votes
2answers
74 views
Images not rendering in Slick
I have built a game that uses the Slick framework. The maps are tmx files and were built using TileD. The game iterates through a list of players and maps - once a game with a player and map is ...
0
votes
1answer
116 views
Tile Draw Order
I started working on a tile engine recently and have been trying to get this depth sorting for the tiles right. I am using XNA and the SpriteSortMode.Deferred to get the tiles to sort correctly in the ...



