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

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8
votes
3answers
631 views

Should I share the same tile structure for display and pathfinding?

I know how to display a 2D map with tiles. I know how to make a pathfinding algorithm using A*. Those two things demand a structure or a class. My question is : do you use the same structure for ...
8
votes
3answers
550 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 ...
8
votes
2answers
7k views

Repeat texture in libgdx

How to fill region with repeated texture? Now I'm using next method: spriteBatch.begin(); final int tWidth = texture.getWidth(); final int tHeight = texture.getHeight(); for (int i = 0; i < ...
8
votes
3answers
304 views

How can I author objects with perspective that fit into a tile-based map but span multiple tiles?

I'm creating a tilemap city and trying to figure out the most efficient way to create unique building scenes. The trick is, I need to maintain a sort of 2D, almost-top-down perspective, which is hard ...
8
votes
2answers
3k 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 ...
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 ...
8
votes
2answers
367 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) ...
8
votes
2answers
608 views

Tile-wide extent tracing on a grid

I'm currently working on A* pathfinding on a grid and I'm looking to smooth the generated path, while also considering the extent of the character moving along it. I'm using a grid for the pathfinding,...
7
votes
2answers
406 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 ...
7
votes
2answers
723 views

Making a symbol appear on any colour

I'm developing an RPG/roguelike-style game. Instead of having maps like: ......... ......... ....@.... ...h..... Oh look, a dwarf. I was having solid background tiles, So sort of a tile based RPG ...
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 ...
7
votes
3answers
555 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 ...
7
votes
2answers
817 views

How should one handle positions in a tile-based world?

I have a simple Tower Defense game using a tiled world. Creep and towers are on a tile at all times. How should I represent the position of creeps in code? (Do creeps know their current tile and ...
7
votes
2answers
3k views

Tiled based map collision detection problem

I'm working on a tile-based Mario clone. This works all fine when walking and falling. But when the player jumps near a wall and walks to the right in the air, then the player get stuck on the wall. ...
7
votes
1answer
2k views

Finding out which tile a mouse click landed in

I am working on an isometric grid based game and im having an issue trying to link a mouse click from the user to a tile. I have been able to split the problem into 2 parts : Finding a rectangle ...
7
votes
3answers
1k views

Multiplayer tile based movement synchronization

I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every ...
7
votes
2answers
204 views

How do I check to see if a tile corner is visible in 2d space?

I am trying to implement fog of war, and I have run into trouble. I want to check to see if the player is able to see the corners of each tile within a certain radius, however I am unsure how to check ...
7
votes
2answers
1k views

Xna: Texture2D from a png file

I'm making a tile based game, and I'm working for support of tilesets. I'm trying to make it so that a Texture2D is set as a chosen PNG file. I can do this with no problem f I load the image into the ...
7
votes
1answer
1k views

2d, Top-down map with different levels

So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The ...
7
votes
2answers
936 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 ...
7
votes
2answers
1k views

How to scroll hex tiles?

I don't seem to be able to find an answer to this one. I have a map of hex tiles. I wish to implement scrolling. Code at present: drawTilemap = function() { actualX = Math.floor(viewportX / ...
7
votes
1answer
2k 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 ...
6
votes
8answers
978 views

Tilemap-based level editor wishlist

I'll be likely writing one this year. It will end up having unique design so things turn out on its own anyway. Though, what an experienced level designer would want from a level editor? Requirements?...
6
votes
5answers
6k views

Alternative to 2D array in a tiled-map structure

After searching for a long time, I'm surprised this question was not asked yet. In a 2D, tiled-map game, how do you handle the map ? I'd be glad to have your point of view in any languages, though I'm ...
6
votes
3answers
1k 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 ...
6
votes
3answers
5k views

Map tile terrain transitions with 3-4 different types

Making transitions between two different tiles is a fairly well understood problem. The easiest way is to look at the 0.5, 0.5 and use the resulting 4 corner points to select a transition tile, as ...
6
votes
4answers
1k views

Find nearest tile of type x

I currently have an array of tiles which makes up the tilemap (stored as an int array) and I want an NPC to be able to move itself to the nearest tile of type X (ie find the nearest tree and chop it ...
6
votes
1answer
2k views

Making organic 2D tilemaps for tile based games

So I have always wondered how one makes a nice (not so squarish) 2d tile map, is it possible? all games now days I think use textured polygons...but my game engine (and engine) doesn't support that ...
6
votes
2answers
3k views

Creating an isometric map with hexagonal tiles for iPad

I'm new to game development, so I need a little help. I have to write down a little game which has a floor with hexagonal tiles but it must be seen in a isometric view like The Sims. Ignoring the ...
6
votes
1answer
9k views

What is a good technique for 2D tile-based terrain generation meeting these requirements?

As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to ...
6
votes
2answers
1k views

Arrays for a heightmap tile-based map

I'm making a game using in C# and Javascript that uses a map which has tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm ...
6
votes
3answers
264 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). ...
6
votes
5answers
970 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 ...
6
votes
2answers
10k views

Android - Efficient way to draw tiles in OpenGL ES

I am trying to write efficient code to render a tile based map in android. I load for each tile the corresponding bitmap (just one time) and then create the according tiles. I have designed a class to ...
6
votes
1answer
2k 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
1answer
1k views

Method of terrain in a 3d RPG

I am working on a RPG using the JMonkey engine. While I was conceptualizing the map, I realized I would have a problem with the terrain. My problem is this: I want to have a click to move interface, ...
5
votes
5answers
4k views

What would be a good way to implement/render a 2D tiled map for a browser game?

I coded a a little RPG in ruby and I used an array to contain the map squares. The elements of the array (which defines the X coordinates) are arrays themselves whose elements defines the Y coordinate,...
5
votes
5answers
3k 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
2k views

How do I get the distance between 2 points on an isometric grid?

How do I get the distance between 2 points on an isometric grid? I'm creating a facebook isometric game (in as3), and when I move around a particular type of building, I need to know if it comes ...
5
votes
2answers
2k views

How do I resolve a collision of a rectangle with two rectangular tiles at once?

I am having some problems with collision detection between a player and the environment in a tile-based game. I have a player objects, Tiles and what I call MapObjects. The tiles are all 16×16. The ...
5
votes
4answers
600 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 ...
5
votes
3answers
1k views

What algorithm to use for path mapping?

I am making a turn based game with tiles, much like Final Fantasy Tactics. I am trying to develop an algorithm for mapping out a list of available tiles to walk on. So for example, I am at (0,0) and ...
5
votes
1answer
4k 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 ...
5
votes
1answer
602 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 ...
5
votes
3answers
679 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
2answers
1k views

Tile pair matching algorithm

I'm trying to make a tile matching game. User can select a pair of tiles from a square grid, and if they match, both are removed from the grid. Tiles are matched if: they are of the same type (...
5
votes
2answers
3k views

How should I represent a tile in OpenGL-es

Let me start with I am currently learning OpenGl-es using Android. I have been having the hardest time trying to design a simple and logical way of making tiles (2d flat polygons). The tutorials tell ...
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
4answers
851 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 ...
5
votes
1answer
1k views

2d map: how to manage it?

i'm developing a 2d game (top down), and i'm a beginner. Now, i've to create a map, with object (to interact with) ... I don't know how to .. manage the problem ! Does anyone can help me ? What are ...