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

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7
votes
2answers
370 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 ...
6
votes
1answer
2k 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 ...
5
votes
3answers
357 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 ...
5
votes
5answers
2k views

Technical differences between square and hexagon for a grid?

I'm developing a 2D city-building game and trying to decide on the type of grid. There will be vehicles, so the unit movement is important too. I know there are visual differences for using Squares ...
5
votes
2answers
1k views

Tile based collision detection failing when player is going too fast

I'm creating a side scroller and I'm have a problem with my collision detection. The collision detection works perfect when the player is falling at a constant speed, but when I implement more ...
5
votes
1answer
586 views

Tile coordinates

Simple question I have here. Say my tile map is based on 32x32 tiles for an 800x600 image so let's say 25 tiles across and 19 down. So now I have that cell 0 of any row contains the first 0-31 ...
4
votes
1answer
712 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 ...
3
votes
1answer
1k views

Procedural Generation of tile-based 2d World

I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run ...
2
votes
3answers
739 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 ...
2
votes
2answers
580 views

Calculating the number of tiles shown on an isometric map

I'm currently changing an existing computer game from a top-down view to an isometric view. The map consists of an infinite number of tiles. Only the tiles which are currently visible in the players ...
2
votes
2answers
1k views

Path finding in grid for objects that occupy more than one tile

In a grid-based game I am working on, I want to add objects that occupy more than one tile of the grid. Are there any algorithms or techniques to find paths for this kind of objects?
1
vote
1answer
742 views

In Monogame, why is multiple tile drawing slow when rendering in “windowed fullscreen”?

I have this drawing function (recommended as a solution here). It draws tiles on the whole window with no problem but my game slows down to ~30fps after maximizing it to "windowed fullscreen", which ...
1
vote
1answer
704 views

Box2D: Efficient method to create b2Chainshapes for a tile-based map?

I'm working on a platforming game with tile based levels. I store the collision model for my tileset in an array. This is how the collision model for a 4x4 tilesheet would look like (I can't post ...
1
vote
2answers
1k views

2d very large tile based game, zoom and pan considerations

what's a sensible way of implementing zoom and panning for my game? each tile is very large, 100,000 x 100,000 pixels, with some objects possibly being only a single pixel at maximum zoom (small ...
7
votes
3answers
2k views

What is a good flat file format for storing a 2D tile map that can grow infinitely in any direction?

I am creating a simple map engine that will automatically expand in any direction with procedurally-generated content as needed. What is a good way to store map data, anchored at a 0,0 origin so that ...
4
votes
4answers
1k views

Tile editor for flash based games?

I am trying to make the age-old version of pacman. And only then that I realized that I need to spend a heck lot of time for making the tile matrix itself. It gets messy more and more. I've also ...
3
votes
3answers
961 views

Keeping player aligned to grid in Pacman

I am making a Pacman game using XNA. The game is tile based, with each tile being 32 pixels. As the player moves, I need to know whenever it is perfectly on a tile (ie position of 32, 64, etc...) so ...
2
votes
2answers
2k views

Efficient collision detection - tile based HTML5/Javascript game

I'm building a basic RPG game and I'm looking at collisions/pickups etc now. It's tile based and I'm using HTML5 and Javascript. I use a 2D array to create my tilemap. I'm currently using a switch ...
2
votes
2answers
647 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
966 views

Tile based map and collision; getting stuck

I'm trying to make my character move around a tile map with collisions. Everything works fine except for one thing. I show you a picture with the problem: http://i.stack.imgur.com/ZWI7x.jpg That is, ...
1
vote
1answer
555 views

Do you need to make a tileset for a platformer?

I've been tasked to make a platformer, I've never made a tiled game before, is this necessary? I.e. can I just make different child classes of a Sprite class and add place them on the map, adding ...
1
vote
1answer
307 views

How can I change the path a sprite is following in real time?

Is there a common way to implement a character following path that is issued and replaced in real time? For example: the character follows a path issued, and while it's on that path, if a new path is ...
0
votes
0answers
46 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 ...
0
votes
1answer
53 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) ...