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

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2
votes
2answers
915 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, ...
2
votes
2answers
3k views

How to Create a Grid for a 2D Game?

So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really ...
2
votes
2answers
183 views

How do I make a puzzle piece move smoothly between locations?

I'm building a 2048 clone to sharpen my Libgdx skills, but I don't know how to ease a tiles between board locations. When I slide my finger, the tile moves rather swiftly. How I can make the movement ...
2
votes
2answers
224 views

How to stack units in a tile based game?

I'm trying to make it so that no more than 5 units can be stacked on a tile. I have a Tile class that creates each tile's preferences. Should I store the units in an array or arraylist in this class?
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votes
2answers
1k 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
711 views

How can I efficiently store tilemaps in work memory?

I've been working on different tile-based projects, but never really bothered with being efficient memory-wise. Each tile was represented by a tile class which would hold the following: X and Y ID ...
2
votes
2answers
529 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
356 views

Which platform and what strategies can I use

There's this game, that I've been wanting to make for quite some time. It's a project that I've started and had to abandon in the middle a couple of times. However, this time I'm determined to finish ...
2
votes
1answer
297 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 ...
2
votes
2answers
790 views

How do I create curved ground in a 2D runner game?

If I use tiled based map I can have only rectangular objects. What is a strategy for creating slanted or curved ground in that case? Should I use a tile-based map, or should I define corner points ...
2
votes
2answers
944 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?
2
votes
1answer
211 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
2answers
566 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 ...
2
votes
1answer
133 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 ...
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 ...
2
votes
2answers
1k views

2D side scroller - How to implement X/Y movement?

I'm currently writing a small 2D, side-scroller-ish kind of game. I have a simple camera that follows the player around and the physics are ready. I'm using 32x32 tiles that build out the world, ...
2
votes
2answers
483 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
3answers
1k views

Java tilemap not working, Think it has something to do with my image rendering

Hey can someone help me out, I've been trying to fix this for about 2 hours now, and I'm a noob when it comes to game programming and Java(only been reading and programming with it for a week now, ...
2
votes
1answer
674 views

Storing Tiled Level Data in J2ME game

I'm developing a J2ME game which uses tiled backgrounds for the levels. My question is how do I store this tile information in my game. At the moment it is stored as an array; with each number ...
2
votes
1answer
324 views

How is a moving object like a platform represented in a 2d Tilemap

I'm having trouble understanding how I would implement a moving platform in the actual map file. Lets say its a file of character's and maybe the letter 'P' would stand for Platform. Then, how would ...
2
votes
1answer
55 views

Converting from tile to pixel precision

I was curious as to how you would go about converting from pixel to tile precision on a tile map. For example, let's say my map is comprised of 8x6 tiles, each of which are 50x50 pixels in size. If I ...
2
votes
2answers
152 views

XNA - Making 2D Hexagons Connect With Each Other

Hey so I'm working on a top-down 2D strategy game in XNA, and the tiles are hexagons. I can't have a grid because of the game mechanics, so everything has its own location, and every tile object is ...
2
votes
2answers
978 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 ...
2
votes
1answer
315 views

How to handle slopes/bridges in a 2d grid turn based strategy game [duplicate]

I was wondering about the following: In a 2D turn-based strategy game (using some grid(i.e. tiles, isometric hexagons) as movement), what techniques do they use to determine where a character moves ...
2
votes
1answer
438 views

Non-square Isometric tiled maps

I'm beginning to make a tile-based 4x game, but I ran into a conceptual issue: My inspiration for this game are the Civilization games, particularly Civ 2, and I noticed something I was interested in ...
2
votes
1answer
291 views

Collision detection problems - Javascript/Canvas game

What I want to do: I simply want the have a 2D array to represent my game map. I want a player sprite and I want that sprite to be able to move around my map freely using the keyboard and also have ...
2
votes
2answers
592 views

Collision checking problem on a Tiled map

I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the ...
2
votes
1answer
3k views

Java - 2d Array Tile Map Collision

How would I go about making certain tiles in my array collide with my player? Like say I want every number 2 in the array to collide. I am reading my array from a txt file if that matters and I am ...
2
votes
3answers
665 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
822 views

How do I find which isometric tiles are inside the cameras current view?

I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) ...
2
votes
1answer
436 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 ...
2
votes
2answers
1k views

Best method for 2 layer tile based map scrolling

What is the best general approach to implement scrolling for a 2D tile based game? I need to scroll the map with a constant speed, lets say 2 pixels every frame (like in a top down shooter). The ...
2
votes
2answers
375 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, ...
2
votes
1answer
361 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 ...
2
votes
1answer
255 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 ...
2
votes
1answer
305 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 ...
2
votes
1answer
158 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 ...
2
votes
1answer
346 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 ...
2
votes
3answers
579 views

Compressing 2D level data

So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps ...
2
votes
1answer
272 views

What broad-phase collision algorithms are suited to a static tiled world with dynamic objects of different sizes?

Sorry for this routine question, but I can't think of what broad-phase collision algorithms really work in the following, reasonably standard, setup: 2D tile based world, consisting of objects that ...
2
votes
1answer
711 views

Slick2D Tile Based 'Fog of War' Blurring Problem

I'm working on my first Java Game and I have run into a little problem I'm hoping to get some help with. I'm using Slick2D displaying a tile based map, and I'd like to know how I can created a ...
2
votes
2answers
972 views

Projectiles in tile mapped turn-based tactics game?

I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of ...
2
votes
1answer
176 views

Counting point for a recursive domino-like game: Carcassone

I have to build a 2D version of this game: http://en.wikipedia.org/wiki/Carcassonne_(board_game) counting scores for Towns and Roads seems easy enough (but I'm not sure), but for Lands I feel I ...
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 ...
2
votes
0answers
138 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 ...
2
votes
0answers
208 views

What are the document grid settings in inkscape for making an isometric tilemap for tiled?

I am using inkscape to create a isometric tilemap. What settings do I need on the grid in document properties in inkscape to make it match up to a 64 x 32 grid in tiled?
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 ...
1
vote
3answers
2k views

How can I create a flexible system for tiling a 2D RPG map?

Using libgdx here. I've just finished learning some of the basics of creating a 2D environment and using an OrthographicCamera to view it. The tutorials I went through, however, hardcoded their ...
1
vote
3answers
234 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 ...
1
vote
3answers
434 views

For the handling of buildings on a tile-based strategy game, what aproach should I use?

On a tile-based game of the strategy genre, which allows the player to place buildings over the terrain tiles, there are multiple approaches that can be taken for handling such situation. The ones ...