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
votes
0answers
30 views

In pyglet, how do I set up a basic keyboard-controlled game? [closed]

I've been tasked with making a game using the pyglet module. I have very little experience. I want to make a mancala-style game with a window containing a board with 8 buttons or tiles on either side ...
1
vote
2answers
702 views

Detecting a click on a tile

I'm making a simple tile-map system in LWJGL, and I'm trying to figure out how to detect if the mouse is clicking inside of a tile. So far no matter where I click it's always the same tile that is ...
4
votes
1answer
138 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 ...
0
votes
1answer
451 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 ...
11
votes
2answers
3k views

How can I randomly generate 2D tile-based side-scroller terrain?

I want to randomly generate a map for a 2D sidescroller game using the following tileset: I have found a few great articles on the bitmasking process, for example: ...
1
vote
1answer
28 views

Correctly bitmasking path tiles based on existing paths

Currently, I have a bitmasking implementation that sometimes incorrectly bitmasks the tiles. Conventionally, it is done correctly, and the math/etc is sound, but it achieves results such as the ...
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 ...
1
vote
2answers
188 views

Tiled Rendering - Projection matrix

I'm trying to figure out how to perform tiled rendering of my 3d scene (OpenGL). The motivation is to cut the scene up into several textures, combining them into a single image for saving at a very ...
1
vote
0answers
30 views

LibGDX Tiled Map - how to get embedded objects

I am using LibGDX to learn Game Development. I have reached the phase I am learning to use Tiled Maps. In Tiled map editor, there is a feature where we can pick a tile in the tile set, go to View -> ...
127
votes
9answers
29k views

How did LoZ: A Link to the Past handle sub-tile collisions?

The Legend of Zelda: A Link To The Past is rendered with 16×16 tiles. How did they implement collision with tiles where only a quarter or half is occupied? You can see such tiles in the cliff corners ...
0
votes
0answers
29 views

Grab all tiles within a radius?

I'm working on a 2D tile based game. I want NPC's to be able to destroy tiles, and ideally I would have a function, which takes a central x,y and then based upon a circular area from that point ...
4
votes
1answer
690 views

Storing large layered tilemap

My game consists largely of "sea" tiles and areas of tiles to form "islands". Each "sea" tile is exactly the same. The map is initially large and going to get larger. I'm trying to reduce the map ...
1
vote
3answers
86 views

Finding neighboring coordinates on offset tile map

I have a grid of hexagonal tiles. Every other row is slightly offset for visual reasons. Imagine a player touches any tile - I need to compare the coordinate of that tile, with any tile they touch ...
0
votes
0answers
38 views

How can i get object from TMXTiledMap and store it in Dictionary variable ?

I've been following a tutorial to make tiled map in cocos2d x 3.0 , but i couldnt complete the rest of the tutorial because its for coco2d x 2.0 version, How can i get a value of property that is ...
1
vote
0answers
36 views

Building Irregular terrain in tile-based approach

I'm starting to build a 2D game, metroidvania-like, tile-based and all. I've had some prior experience in it, and one of the major letdowns of those prior games was that worlds seemed too "blockish", ...
-1
votes
1answer
71 views

How to handle pathfinding and path following with sprites the same size as the grid?

The game I am working on is currently using 32X32 collision boxes. I have implemented a working AI (A* - path finding method) which is based on the Grid Size. Lets say that I use that 16x16 grid , ...
2
votes
2answers
93 views

How to find all the possible places to go on a grid?

Given the amount of steps you can take in a grid, how could I implement a way to get all the possible places a unit can go to, in a game like Advanced Wars? I have currently got A* path finding ...
0
votes
1answer
41 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) ...
2
votes
2answers
132 views

Designing Diverse 2D Environment Tilesets

Is there an established methodology for designing diverse, quality 2d environment tilesets? I understand creating corners and borders and edges for different terrain types and materials, but I'm at a ...
0
votes
1answer
920 views

Units, Layers, and Isometric Ordering

I'm currently using LibGDX and Tiled map editor to render isometric maps. I'm having a two related difficulties. The first issue is, when do I render units that will end up changing position often ...
3
votes
3answers
4k 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 ...
8
votes
4answers
6k views

Best technique for drawing isometric tiles

I'm thinking about making a simple isometric game with HTML5 Canvas, and wondering what's the fastest way to render the tiles. Since the tiles are diamond shaped, but drawImage draws rectangles, I ...
16
votes
4answers
2k views

Generating tile map

I am programming a tile based game and I have some basic tiles (grass, dirt, etc..), but I can't figure out how to make good random map generation, because when I do some really random selection, if ...
5
votes
3answers
238 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 ...
4
votes
4answers
214 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 ...
2
votes
2answers
226 views

Movement on objects in 2D tile/grid based game

This question is an addition to both of these questions: Boat passing under a bridge in a 2D tile based RTS How to handle slopes/bridges in a 2d grid turn based strategy game While I get the idea ...
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 ...
0
votes
1answer
124 views

Assigning multiple game objects to a single sprite (Unity)

I've been making a pokemon game clone on my own with Unity, as I'm a beginner and just trying to learn. Up until now I've been splicing the town pictures and manually putting them together, but this ...
0
votes
0answers
20 views

Placing tiles on 2D Simplex noise [duplicate]

I have been experimenting with 2D Simplex noise for a mini-project and while I cannot say I understand the maths behind it, I begin to feel quite confident with how I can manipulate it to get ...
0
votes
1answer
143 views

How can I smoothly move from tile to tile?

I've looked at other games with tile based movement. I am aiming to create a game like pokemon, where the player moves smoothly to the next tile. I am using KeyAdapter, in my KeyInput class. This ...
1
vote
1answer
199 views

Get a GID listing?

I have about 16 tiles in my spritesheet that I'm using for Tiled, and I'm trying to build a GID map so I can properly convert them in my game. I'm using the JSON format for my map, if that helps. ...
3
votes
1answer
159 views

How can I tell if an object in a tile grid is surrounded?

I'm making a game which uses a 10x20 matrix to store the position of the objects. I have a castle object, represented by a number in a matrix. It is randomly deployed in some cell of the matrix. I ...
1
vote
0answers
160 views

How can I mimic an isometric perspective using square tiles?

Can an isometric perspective be mimicked with traditional square tiles? Can't the effects of the 45-degree overhead view simply be "drawn in" to the square? How would this work? Picture this: the ...
1
vote
1answer
158 views

convert image to spritesheet of tiles for isometric map?

is there a way to convert an isometric image (like the first image) to a spritesheet (like the second image), in order to place each image on the isometric map with the code? The map looks like the ...
0
votes
1answer
72 views

Place tile values over 'chunk' boundries

My game has a 'chunk' engine similar to Minecraft's but in 2 dimensions. Each chunk is a square of 32 by 32 tiles. What I want to do is generate a defined shape across multiple chunks without ...
2
votes
3answers
4k views

Isometric 2D game without tiles. Is there a solution?

Is it possible to create an isometric view of the game without the use of tiles? I've already searched in stackoverflow.com and gamedev.stackexchange.com, but I could not find a simple solution for ...
1
vote
1answer
99 views

How can I tell if a set of tiles form an enclosure?

I have this tile-based game I've been messing around with and I want to have a way to check if a set of wall tiles make an enclosed space. Here's some more details: I have a tile map. Each tile has ...
1
vote
2answers
91 views

Required number of images for octagonal tiles

I'm planing to write a game based on octagon tiles. Currently I'm wondering how many images I really need. That is something about graph theory, I know that, but not only. I want to connect each side ...
0
votes
1answer
50 views

Grants a Higher Texture downsized a better quality than a texture with the downsized resolution?

if i use a texture in a game with a resolution of 128*128 for a tile which is actually 64*64 on screen and both textures show the same image just in different resolutions. One in 128*128 and one in ...
-1
votes
2answers
59 views

Protecting tilesets [duplicate]

I have a game and my tilesheets are placed in the images/ folder. If a user edits the tilesets, they can make them transparent (I use white as my transparent color on them) and in game basically ...
1
vote
1answer
196 views

Random Placement of Objects on a Tilemap

I have read many topics on random world generation on this site and others, and I roughly understand most of it. What I can't see is how to randomly place objects on the generated tile map I get. Say ...
1
vote
1answer
153 views

How to implement a hint-system for nearby matches (in a Match-3 puzzle game)?

Taking Candy Crush as an example: In a Match-3 game, how would you figure out which nearby tiles are 1 move away from creating a match? Do you basically have to do it by trial-and-error on every ...
14
votes
2answers
990 views

Elevation model for hexagonal game grids

TL;DR: Where should elevation be anchored on a civ-style hexagonal grid? Center, side or vertex? (Or more complex?) Question proper: Consider for a moment a classic game we all know and love ...
1
vote
2answers
244 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, ...
2
votes
5answers
2k views

Hide collision layer in libgdx with TiledMap?

I'm making a 2D game with libgdx, and I'm using its TileMapRenderer to render my map which I have made in the map editor Tiled. In Tiled I have a dedicated collision layer. However, I can't figure out ...
1
vote
1answer
143 views

Hexagonal Game Board Modal?

Tile-based games like Chess have a simple modal: an array of arrays, each coordinate with an X and a Y value. This is easy to implement, and it is easy to figure out what is going on. However, ...
0
votes
2answers
89 views

Gameobject-Component model with many background tiles - long iteration time

So I'm making a game engine for a game I'm making - the game is a 2D tile-based game I've implemented a gameobject-component style for the engine, for decoupling reasons However, every frame, the ...
0
votes
4answers
161 views

How can I optimize performance when updating tiles?

So I'm making a side-scrolling adventure type game in Java. The worlds are procedurally generated, so I can't manually place tiles. Therefore, I every 20 ticks (1/3 second) I update every block's tile ...
1
vote
1answer
252 views

Tiles touching all of same color check

I'm currently having a problem that has stopped my productivity for quite a while. I need to check if all tiles of a color is touching each other for each color like this: I have all my code for ...
0
votes
1answer
56 views

Create dynamic cities of perspective angle x with least amount of tiles

I found you can create unique building sizes with perspective with six tiles using parallel projection, whose angles are always 45 degrees... this allows you to connect to the next tile without issue: ...