1
vote
1answer
231 views

Fast, simple procedural 2d island generation

I need to generate tile data for an island based rpg, my goal is have something that looks like this (mountains not required): For the past few days I have been trying to figure out a satisfactory ...
0
votes
0answers
124 views

Zelda-style Top-down RPG. Storing data for each tile type

I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If ...
2
votes
2answers
395 views

Zelda-style top-down RPG. How to store tile and collision data?

I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, ...
1
vote
1answer
68 views

Textures have lines between them when zoomed out

These are two screenshots from my new game, a top-down RTS with tiles. The first one is from a normal view with no zoom, the second one is a zoomed out view of the whole map: In the first image, ...
1
vote
4answers
223 views

Cell Lighting Propagation Problem

I have in place a cell-based lighting system that works basically like this: (Not my actual code) //Light moves up for (int x = 0; x < width; x += 1) { for (int y = 0; y < ...
0
votes
1answer
166 views

Efficient approaches to updating adjacent grid tiles when one tile is disabled?

I'm trying to update the surrounding grid of tiles if one of them is disabled (not removed). For example, imagine we have a grid of tiles each with x representing one texture: x, x, x, x, x, x x, x, ...
0
votes
1answer
265 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
vote
2answers
278 views

How to tile multiple procedurally generated textures?

I'm trying to develop a procedural tile generator for a game, mostly for the ground tiles, instead of using "hand-drawn" tiles. To achieve this I'm using Perlin noise and a sine wave with multiple ...
1
vote
1answer
276 views

Best way to load texture2d tiles in xna?

I am making a test xna game as a learning exercise and I have a small question about using 2d textures. Basically the game is a grid of different 'tiles' which are taken from a text map file. I ...
0
votes
1answer
287 views

Chunks - Drawing in a randomly generated and infinite world

I am working on a platformer that is going to have a map that is randomly generated and infinite in 3 directions: left, right, and down. I've figured out that I will need to separate this world into ...
1
vote
3answers
368 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 ...
1
vote
1answer
89 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 ...
-1
votes
2answers
169 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 ...
0
votes
1answer
139 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 ...
2
votes
1answer
349 views

Collision detection with XNA and TiledLib

I recently started learning XNA and after getting annoyed with creating individuals rectangles each time I wanted to add something I went with TiledLib so I could more easily create levels using the ...
0
votes
1answer
259 views

Iterating 1D array and getting 2D tile position

I know I'm missing something very obvious here, but I have a 1D array that contains integers.I have a map that is 30 x 30 and the center coordinate is 0,0 (This is actually 3D, but I'm essentially ...
0
votes
2answers
528 views

Shuffle tiles position in the beginning of the game XNA Csharp

I'm trying to create a puzzle game where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles start position so that they don't create the whole image at ...
3
votes
3answers
461 views

Tile based platformer, using larger tiles?

So for my tile based platformer, It has a grid of tiles Occupying 1x1 block for each one. However, What if I want larger tiles? Maybe doors, tables, etc. They wouldnt fit in a 1x1 tile, so what I ...
2
votes
3answers
669 views

Collision Detection Problems

So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below. One problem I'm ...
1
vote
2answers
837 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, ...
0
votes
3answers
1k views

Designing an entity system for a tile-based puzzle game

I'm developing a tile-based game creation library in C# and along with it I'm creating a game to test all of its functions. This is a screenshot of the game: You've probably never heard of the ...
2
votes
4answers
1k views

What should I use (controls, methods) to make a 2D tile based map editor?

I'm making a 2d game where each tile is a square and it's viewed at straight angle, no skewing, no rotation, it's pretty simple. Two weeks ago I tried using DataGridView, but as the number of rows ...
4
votes
1answer
857 views

2D Camera Acceleration/Lag

I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im ...
4
votes
1answer
2k views

How to create a 3D world with 2D sprites similar to Ragnorak online?

As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little ...
6
votes
5answers
808 views

Need some advice regarding collision detection with the sprite changing its width and height

So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have ...
4
votes
1answer
674 views

Character jittering with this tile based collision code

I have been trying to get my collision code working for hours now but with every resource I have tried my character still jitters. First I tried using the platformer sample but my character still ...
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 ...
2
votes
2answers
533 views

How to store “chunks” of tiles or How to make my implementation work

I asked a previous question about the loading and unload of chunk data and people noted that my way of storing chunks is weird and I was wondering how I would go about doing it properly. @Byte56 ...
2
votes
2answers
3k views

Loading and unloading “chunks” of tiles in a 2d tile engine with 2d camera

I am making a 2d tile based game in C# and XNA 4.0. I am having trouble loading and unloading "chunks" of tiles(blocks). The whole world is randomly generated and is infinate on both axis. How would I ...
2
votes
2answers
1k views

How can I achieve smooth animation of sprites between discrete tiles?

I'm currently learning game development with C# and XNA and my current assignment is to create a Pac-Man clone. The game is partially tile based, which means that the level itself is built out of an ...
2
votes
1answer
438 views

tiled map - changing textures? (XNA HLSL)

I have successfully created a tiled map of various textures. Right now, i had a Vector4 in my own custom Vertex declaration deciding what texture each of the tiles should be. This is working ...
4
votes
3answers
1k views

Rendering tiles on 3/4 perspective

Using a 3/4th perspective, I'm trying to create a way to render cliffs where nothing is overlapped, and it creates an accurate representation of the elevation. This is a rough mockup of how it might ...
8
votes
2answers
356 views

What would be the best way to find an open space in a level?

I'm working on a 2D game where you use paint to add tiles to a level and right now I'm working to add warp tiles. I have it set up so certain direction-oriented paints use two points (a start and end) ...
0
votes
2answers
649 views

How do i get my tilemap to move at the same speed as my character

I have a little problem in my solution, i'm trying to make a pretty big map for the players to walk around in. I decided to use a tile-engine, but when I move my character it moves faster than my ...
5
votes
2answers
915 views

Arrays for a heightmap tile-based map

I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get ...
8
votes
5answers
4k views

Designing a flexible tile-based engine

I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D ...
7
votes
1answer
1k views

Tile-based 2D collision detection problems

I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these ...