Patterns of identical shapes (often squares or hexagons) that have no gaps. They usually represent the playfield in various games.
5
votes
2answers
776 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 ...
7
votes
1answer
948 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 ...
5
votes
1answer
3k 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 ...
1
vote
2answers
402 views
Level Creating Help
I am making a little 2d overhead RPG type game just for fun. I have almost all the basic stuff set up, but I just need a little help on level creation. I can already make a level and place each tile ...
2
votes
4answers
2k views
Tile based isometric depth sorting on different size objects.
I am creating a tile based isometric game.
The problem we are having is with depth sorting, we tried a lot of methods but none work.
They all do a great job but its not perfect, they seem to bug ...
2
votes
2answers
616 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?
7
votes
2answers
490 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 ...
4
votes
2answers
891 views
Implementing a 3d tile engine
I have a pretty decent experience with tile based 2d games and I would like to try to create a mixed 3d-2d game. To 3d elements will be very simple (ground, walls and water), all other elements will ...
0
votes
1answer
125 views
How can I apply a shader to images in a map in XNA?
Basically, what I'm trying to do is apply a shader to my background image and only the background image. The problem is: the background is actually made up of tiles that are picked out of a list of ...
1
vote
1answer
2k views
Collision Detection for sidescrolling Tile based Game
I've been working on a tile based game with a 2d array as fundamental ground for my tiles. Now my next step is to have the wall tiles be impenetrable, so that the player can walk ontop of them and ...
0
votes
2answers
594 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
938 views
Perfect fit for isometric tiles in AS3 with BitmapData
I'm creating a game which uses 320x160 sized isometric tiles. I've got an editor that allows me to take loaded in tiles and plot them. The map size is 8x8, and instead of placing down 64 movieclips, ...
5
votes
2answers
894 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 ...
7
votes
3answers
1k 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 ...
6
votes
2answers
2k views
Tiled based map collision detection problem
I'm working on a tile-based Mario clone. I have implemented the tile based collision method from the tutorial http://www.tonypa.pri.ee/tbw/tut05.html.
This works all fine when walking and falling. ...
16
votes
1answer
4k views
Isometric rendering and picking?
I've been looking for a formula to plot (world->screen) and mouse pick (world->screen) isometric tiles in a diamond-shaped world.
The ones I've tried always seem to be, well, off.
What's the ...
3
votes
1answer
339 views
More smaller maps among which player can travel
I am developing 2d game, where maps are tile based, small about 20x20 tiles and player can travel between a lot of maps (in my game rooms) like this. The maps are connected sometimes verticaly and ...
0
votes
2answers
2k views
Tile map using in game development
I am a new Android game developer and I have only a limited knowledge about game development and all. I'd like to create a game just like Farmville
and I heard that tile map is the method used to code ...
-4
votes
2answers
2k views
Isometric Tile maps - best practice - games like farmville, tapzoo…?
Hey guys, Whats the best practice to create games like farmville, tapzoo...Do I create a simple grid/tilemap as the background and then just have the objects (like houses and whatnot) as sprites ...
3
votes
1answer
705 views
Implementing a tile-based game
Which data structure should be best used to store a pile of tiles from which a player can pick a random tile?
6
votes
1answer
929 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 ...
3
votes
2answers
295 views
Tilesets with two dimensions
I have done tiled maps and tile sets quite often, but in a rather simplified way. My tile sets were linear images of the size (tile_width * num_tiles) * tile_height, so I could find an index easily by ...
5
votes
1answer
785 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, ...
2
votes
1answer
583 views
Cocos2d+pybox2d vs Cocos2d-Iphone
Myself and two colleagues are working on making our first indie game for PC and, we decided to use Cocos2D + PyBox2D. We decided this based on what we've seen of Cocos2D-iPhone games, but I'm not ...
0
votes
1answer
405 views
Using Tilemaps in C
I have used tilemaps .TMX files using cocos2d and objective c.
How are tilemaps used in C? Are there libraries available or where is a good place to start for using tilemaps in C?
I would like to ...
5
votes
2answers
808 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 ...
7
votes
4answers
3k 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 ...
3
votes
1answer
503 views
What is the best practice to move sprites using mouse order in Tile games?
I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on ...
5
votes
5answers
3k 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 ...
5
votes
3answers
7k 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 ...
1
vote
2answers
2k 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
1answer
584 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
2answers
856 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 ...
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 ...
6
votes
1answer
1k 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 ...
9
votes
2answers
574 views
How to manage dependencies between tile map and units
I have a 2D tile-based strategy in the works. I'm wandering how to handle the relationship between the map and the units on the map.
Given a tile coordinate I'll need to be able to get the unit ...
8
votes
2answers
2k views
How do I tackle top down RPG movement?
I have a game that I am writing in Java. It is a top down RPG and I am trying to handle movement in the world. The world is largely procedural and I am having a difficult time tackling how to handle ...
2
votes
1answer
164 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 ...
11
votes
1answer
3k views
Tile sizes in 2D games
While developing a small game using tile-mapping method a question came to my mind:
I would develop the game on Windows but wouldn't exclude adapting it to another platform.
What size(in pixels) ...
6
votes
3answers
2k views
2D Top down view maps
I was wondering how this works.
Do you load the complete map when the game starts up, or do you load parts of the map at runtime?
And how would you save the maps? Would it be in XML or some binary ...
20
votes
5answers
8k views
How to create a hexagon world map in PHP from a database for a browser based strategy game
I'm trying to create a hexagon world map for my PHP browser based strategy game. I've created a table in my database with the following data per row: id, type, x, y and occupied. Where type is the ...
10
votes
2answers
955 views
'Zoning' up areas on a large tile map, as well as dungeons
My game is having a map like that of Minecraft, in the way it's pseudoinfinite and randomly generated. And big. Say the user has explored a 1000x1000 zone (2D here), so that's 1,000,000 tiles.
...
4
votes
3answers
687 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 ...
6
votes
2answers
345 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 ...
10
votes
2answers
1k views
In-Game Level Design with XNA?
I am wondering about in-game level design. My current situation revolves around Tiled - I have many different layers with different types of objects in them (for anyone who isn't familiar with Tiled, ...
1
vote
1answer
275 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 ...
5
votes
3answers
1k views
Applying Textures to Hexagonal Tiles Seamlessly
I'm doing a tactical game (X-Com / Fallout style) for fun.
I've decided to use a hexagonal map, but I'm having a graphic problem.
My current map display is HUD-like, with only the border of the map ...
3
votes
2answers
867 views
Representing 3D World Space with 2D Tiles
How can I represent 3D world space with 2D tiles? I do not mean isometric, which is visually represent 3D objects in 2D space.
Let's say there's some height map, and each 2D tile (X, Y) represents a ...
15
votes
3answers
3k views
Pleasing isometric hexagons
What angles and long-side:short-side ratios give the most aesthetically pleasing and graphically regular isometric (squashed, flat side up) hexes; that additionally resolve to whole pixel sizes for ...
11
votes
4answers
8k views
Best Way to Create A Map for a 2D Game?
I apologize for the subjective "best" keyword.
My friend and I have started creation of a 2D adventure game. It will be top-down in the style of pokemon or zelda (just the perspective). We have been ...