Patterns of identical shapes (often squares or hexagons) that have no gaps. They usually represent the playfield in various games.

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-1
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1answer
129 views

java tile based game :tile lag fix

hi I have a game where it reads a txt file and loads a map 0 represents air and 2 represents dirt I have a class for each tile as well as a tilemap I will show u my code. the problem is it lags like ...
0
votes
1answer
77 views

libgdx get the value of a key

I'm trying to do collision detection (which I have working well) but now I want to use it for a little more. I want to check special circumstances for the collision. Right now I'm checking for ...
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 < ...
-2
votes
1answer
47 views

Using an image instead of a colored rectangle

I recently watched a video on how to do tilemaps in java. He has the tiles as colored rectangles. I want them to be images. My code: public void draw(Graphics g){ for(int row = 0; row < ...
0
votes
2answers
175 views

How to get surrounding tiles in a tile array

I've created a tiled map that holds two layers, one for the tile type, and the other for whether it is solid or not. I plan on creating very big maps, and checking every tile seems like it would slow ...
3
votes
1answer
266 views

Collision detection for sloping tiles

I've been looking into adding 'sloping' tiles into my platform game and my first attempt at collision detection with these tiles has produced some promising results (considering it's a first attempt), ...
2
votes
4answers
143 views

What is the definition of “tiles?”

When we talk of tiles, are we strictly talking about images or the underlying data structures? For example, I read an article which explains that tiles are a data structure that holds your game data. ...
0
votes
1answer
341 views

Reduce render time for a tiled map in ThreeJS

I'm working on a WebGL game using Three.js, its been a few days and I found my first issue, render time on big maps. The game runs great, there are even some AI mobs that run around randomly like ...
3
votes
2answers
1k views

How would I implement procedurally generated tiles in libgdx?

I'm creating a simple top down Zelda-esque game in libgdx, and I want to implement tile-based dungeons that are procedurally generated, similar to this. Libgdx does have a class called TiledMap which ...
0
votes
0answers
33 views

Selecting a range of hex tiles within radius of main tile [duplicate]

What im doing is pretty new to me, or at least i think it is, so I'm not really sure of what im looking for. Hopefully someone here knows =-) Using a grid of hexes I generate, i can hover over any ...
0
votes
0answers
39 views

Should tiles in a tile-based game draw themselves? [duplicate]

I'm a beginner in game programming, and I want to start with Java (in which I have a strong background I think) and LWJGL. I want to create tile-based games. Let's say I have an object named Tile, ...
8
votes
2answers
809 views

Deferred tiled shading, tile frusta calculation in OpenGL

I'm trying to do deferred tiled shading in OpenGL using the compute shader but I have hit a snag when trying to create the frustum for each tile. I'm using AMD's Forward+ demo (written in D3D) as a ...
2
votes
1answer
398 views

How to split a 2D sprite tile set into individual sprites?

I see a lot of sprite catalogs for games provided as single PNG image, like the one below. I'm interested if I have to manually create tiles from that, or if there's some program that can split it ...
0
votes
1answer
135 views

What size textures do I need for a 2D grid based game if my tiles are larger than textures I have?

I'm building a grid-based game for iPad, and for usability purposes I've selected my game grid to be built of 75x75 squares. However, so far I've seen that the majority of (free)texture catalogs I can ...
1
vote
3answers
259 views

How do you create your own tileset?

I'd like to create a 2d platformer and I understand that using tiles helps you a lot. I think many use the map editor "Tiled" but I can't find anywhere how do you make your own tileset from a given ...
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
155 views

How to find a free patch of area in a tiled map?

I've been trying to formulate the question and try to find some information on Google, but didn't managed to, so here it is... We've got a nice tropic-themed game that is about to be released soon, ...
0
votes
1answer
78 views

Map editor undo function - Not actually setting values to tiles

I'm currently attempting to implement an undo/redo function for my map editor for a tile-based 2D platformer game made with XNA. I've found a lot of resources online about this and decided to try to ...
0
votes
1answer
314 views

Roguelike Map Structure [duplicate]

I'm working on a roguelike and would like to know how to structure my map data. I suppose this question could also be extended to any sort of top down 2d game. Anyways! My game will contain object ...
1
vote
1answer
206 views

How many VBOs should I use and should I keep a copy of their data?

Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a ...
4
votes
2answers
439 views

How could I handle non-rectangular tile collision in Tiled maps?

BrowserQuest map in question. From what I understand, with tiled, there are two main ways to specify collision: Create an object layer, and interpret the shapes in the engine as collision objects. ...
0
votes
1answer
189 views

isometric background that covers the viewport

The technique I use now is a loop with an innerloop that draws images on a canvas element, but it looks like a rotated square. This is a nice example that covers the whole viewport. I have read ...
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
1answer
348 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 ...
2
votes
2answers
1k views

Libgdx OrthogonalTiledMapRenderer not rendering map properly

I'm using a little hack to change the coordinate system to the one i'm accustomed to (left and up is negative and right and down is positive) but this causes the tiled map renderer to render the map ...
0
votes
0answers
49 views

Generating tileable terrain using Perlin Noise [duplicate]

I'm having trouble figuring out the solution to this particular algorithm. I'm using the Perlin Noise implementation from: ...
1
vote
1answer
289 views

Making a 2D TMX tile map

Should there be a specific link between the characters height as well as the tile size for the tile maps? That is if a tile is 32x32 does that mean that a character sprite has to be the same size? ...
1
vote
0answers
100 views

LibGDX drawing portion of tmx map

I am trying to make a tile based game in LibGDX and I have run into some problem. In earlier versions of LibGDX you were able to draw a certain section of a .tmx map instead of a whole and even a ...
3
votes
2answers
171 views

Should static tiles and dynamic tiles share the same parent class?

I want to make an abstract Tile class for all of the tiles in a platformer game - walls, platforms, floor traps, everything. This parent class has basic things every tile will have, such as width and ...
8
votes
2answers
344 views

What's the purpose of layers in map editors?

I have a question regarding map editors, like Tiled, for example. I am currently making my own map editor, and I wondered if someone could explain to me what is the purpose of layering in tiled for ...
3
votes
1answer
487 views

How to handle the top of a slope in a 2D tile-based platformer?

I'm working on a 2D tile-based platformer that supports 45-degree slope tiles. There are several questions on the topic, but none seem to cover this precise problem that I have. This excellent ...
1
vote
1answer
812 views

Tiled Map Editor - Isometric View Problem [closed]

I'm using the latest version of Tiled Map Editor (0.9.1) to create isometric maps. I have objects that are larger than my tile size (64 x 32), so I am breaking them up into two tiles of the correct ...
3
votes
2answers
165 views

How do I draw these tiles without them overlapping?

I want to make a map that is tiled, and I want to start the map with all grass. I use this tile: When I display this tile and place another next to it I get the following result: How do I get ...
6
votes
3answers
439 views

Finding possible moves for an entity in a 2d tiled game

I'm having issues coming up with a specific search term for this, but how would one go about finding the possible moves in a 2D turn-based strategy game (i.e. FF:Tactics, Fire Emblem, Advance Wars). ...
0
votes
2answers
196 views

Spritesheet vs single tiles

I am currently programming a 2d platformer and this is the first time I am coding a video game. Now I've downloaded the 'platformer art deluxe' package. In the tiles folder there are single tiles and ...
3
votes
1answer
224 views

Auto-tiling with Yoshi's Island style tiles

I'm creating a 2D platformer and I'd like to implement an auto-tiling system. Normally, this wouldn't be particularly difficult. However, I'd like to have tiles like in Yoshi's Island, where the ...
1
vote
2answers
285 views

Full map image loading, vs individual tile loading

I want to make a isometric tile game in java, like a lot of strategy games out there. What is the best approach to loading the map for this game? Would it be better practice to load one single image ...
2
votes
0answers
139 views

cross resolution level design advice [closed]

I was looking for some beginner advice regarding level design across multiple resolutions. I believe the answer is likely "it depends", but any input from anyone with real experience is very ...
0
votes
1answer
206 views

SDL tiles rendering

I'm pretty new to SDL and wonder what is better if I have to draw tiled map on screen: to SDL_RenderCopy each tile from texture(which presents tileset) and then SDL_RenderPresent it every frame or to ...
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
459 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 ...
0
votes
3answers
911 views

OpenGL tile rendering

Currently I'm trying to render a TileMap using OpenGL 2.1, GLSL 1.2. I would like to draw every tile in just one draw call. I use a single texture with all tiles, identifying each one by an index. ...
1
vote
1answer
285 views

Detecting tile with height in isometric game

I'm trying to create an isometric tile-based game (for iPhone) and I'm having trouble with height in tiles. What I currently do (without heights) is apply some mathematic transformations to my ...
0
votes
3answers
257 views

Drawing game objects that are bigger than tiles

Problem: I have 32x32 world tiles, and a 64x64 object. I am only drawing visible tiles around the player. The object has its x and y coordinates in the tile world. I am drawing the object after I've ...
2
votes
1answer
260 views

Tile based map player movement

I'm doing a tile based 2d rpg in pygame. The problem I'm working on right now is character movement... I am already able to create a map by using multidimensional arrays and a 'camera' follows the ...
0
votes
2answers
496 views

How to manage maps in 2D MMO?

I'm curious about how I should be drawing my game world. I'm going to have a map, let's say 1000 by 1000 tiles in size, with many players on it. Each player will be at a position in a map, and when ...
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 ...
2
votes
2answers
598 views

Loading map in tile based game

I'm currently working on a simple 2D tile based game. I want to let users (=players) to create really large maps without problems with performance. That is why I'm searching the way how to optimalize ...
1
vote
2answers
161 views

Cocos3D: weird line between adjuscent 3d planes

I have created a textured plane in blender of size 2×2 and I am using that as a tile. This is the screenshot of what I have done in blender. Nothing special, the default plane on origin, I just added ...
2
votes
1answer
311 views

Fitting tilemap to any screen resolution

My game is a 2D Single-Screen (i.e. non-scrolling) platformer for Android, but the question here doesn't require a code-specific answer. Basically it's easier for me to show the problem using a ...