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

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14
votes
2answers
881 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
180 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
43 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
41 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
1answer
28 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 ...
0
votes
4answers
137 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
112 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
31 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: ...
8
votes
3answers
203 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 ...
1
vote
1answer
46 views

Movement on tile map when player is the size of 4 tiles, moving in 1 tile increment

I understand how to move a square around a tile map: you have a coordinate of the square (say the center), and if they player press the "up" arrow, just increment the y-coordinate by 1. Question: How ...
1
vote
2answers
85 views

Fast determination of whether objects are onscreen in 2D

So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = ...
0
votes
0answers
149 views

Collision in Tiled Map - LibGDX

I have collision code that deals with left or right or top or bottom. I am using Tiled Map with LibGDX. Question is: How do I detect collision with other cells by all 4 sides, and not specifically ...
1
vote
1answer
165 views

Procedual level generation for a platformer game (tilebased) using player physics

I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and ...
0
votes
1answer
54 views

Rotating a view of a chunked 2d tilemap

I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be ...
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: ...
24
votes
1answer
4k views

Difference between “staggered” isometric and “normal” isometric tilemaps?

The Tiled Map Editor v0.9 recently added support for staggered tilemaps in addition to its usual isometric tilemap support. What are the exact technical differences between these two types of ...
4
votes
2answers
490 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. ...
4
votes
1answer
314 views

How can I have 2 different images seamlessly tile with each other?

If I Google for "seamless tile" I can find many great answers to create a single image that will seamlessly tile with itself. GIMP even has a filter that will automatically make an image seamless in 1 ...
1
vote
1answer
39 views

diagonals on a tiled map

I have a map of tiles that is drawn using two triangles. I draw my map using a height map to generate vertices and make a Cell(tile) out of 4 vertices like so: cells[x][z] = new Cell(corner1, ...
0
votes
1answer
47 views

How do you replace a tile in a Tileset in TILED without destroying entire map?

I want to make an early version of a map for my game but then I want to be able to change some of the tiles for new and improved ones without destroying my entire map...is this possible?
14
votes
3answers
14k views

How can I create a random “world” in a tile engine?

I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this? The procedural generation algorithms I have ...
0
votes
2answers
110 views

How big should my tiles be for tilemaps?

I'm creating my first tilemaps. Tutorials usually do 32x32px (example), but this tutorial did 128x128px, which made it easier for me to see without zooming in so much. In tiled, I did a 40 x 40 tile ...
1
vote
1answer
324 views

Fast, simple procedural 2d island generation

I need to generate tile data for an island based rpg, my goal is have something that looks like this (mountains not required): For the past few days I have been trying to figure out a satisfactory ...
2
votes
2answers
175 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 ...
-1
votes
1answer
124 views

How do I find the tile I'm standing on?

I want to get the specific tile I am standing on. My Tiles are in an Arraylist so I can destroy them later. How can I do this? Here's my Level-class (where my Lists are): public class Level { ...
1
vote
2answers
198 views

How to check for collisions in “diagonal” tiles?

I want to create a tiled map in the following scheme: The player should be able to walk on the blue line (street). Now, what is the best way to solve collision detection in this case? For example, ...
0
votes
0answers
14 views

Help with Interactive Grid for Turn-Based-Strategy game [duplicate]

So right now I have all of the menus, and game saving/loading stuff done, but I need help creating my actual game. I have a basic idea of what I want the game to be like. But I just need help with the ...
2
votes
1answer
61 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 ...
0
votes
1answer
97 views

How do I handle this type of collision?

So I've been messing around with simple game development for a while and just found an interesting game idea here . I'm using SFML 2.1 with C++ and so far I have a tilemap in a VertexArray using a ...
5
votes
2answers
2k views

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

I am having some problems with collision detection. I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but ...
0
votes
0answers
65 views

Tile Collision - subtracting a minor value to the box size

I'm having a certain problem when doing collision checks on bounding boxes that have their edges aligned with upper or right tiles. It shouldn't count as an intersection but I don't know a good ...
12
votes
4answers
1k 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 ...
0
votes
0answers
72 views

Tiled Map Editor - 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. ...
1
vote
1answer
3k views

Drawing hexagonal grid on Android

I'm trying to draw a hexagon grid in my Android application. I don't want to reinvent the wheel here so I'm looking for some frameworks/libraries or just some basic ideas about how should one do this. ...
0
votes
0answers
23 views

Tiled and tmx files

i started using the software tiled and it very simple to create an image and object positions over there. I am using the library XNA and i would like to load the image and the objects into my code, ...
1
vote
2answers
182 views

Collision detection via adjacent tiles - sprite too big

I have managed to create a collision detection system for my tile-based jump'n'run game (written in C++/SFML), where I check on each update what values the surrounding tiles of the player contain and ...
4
votes
1answer
86 views

2D Boxes/Vertices merging

I want to optimize my colliders geometry, at the moment is composed by boxes (it's a tile based game) of the same dimensions, i want to remove the inner vertices to have, at the end, only the shell. ...
0
votes
0answers
136 views

Zelda-style Top-down RPG. Storing data for each tile type

I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If ...
1
vote
0answers
84 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 ...
5
votes
5answers
1k 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 ...
3
votes
1answer
1k views

Collision Detection on floor tiles Isometric game

I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where ...
2
votes
2answers
424 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
259 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 ...
1
vote
1answer
70 views

Textures have lines between them when zoomed out

These are two screenshots from my new game, a top-down RTS with tiles. The first one is from a normal view with no zoom, the second one is a zoomed out view of the whole map: In the first image, ...
12
votes
6answers
691 views

Seamless tilemap rendering (borderless adjacent images)

I have a 2D game engine that draws tilemaps by drawing tiles from a tileset image. Because by default OpenGL can only wrap the entire texture (GL_REPEAT), and not just part of it, each tile is split ...
0
votes
2answers
161 views

Smooth moving on tile-based map, how to fix simple collisions?

I've already had some experiences about the work of 2 dimensional square-based playfields and moving a player on them. Though, when a square has multiple pixel sizes, and player moves e.g. 1 pixel per ...
-2
votes
1answer
126 views

Pokemon Black White 2 - Ground Tiles Directory? [closed]

I opened up Pokemon Black 2 in Tinke (https://code.google.com/p/tinke/) and I'm looking for the directory that contains the ground tiles. Here's a picture showing what tiles I'm after ...
1
vote
1answer
73 views

How can I communicate changes to a 2D tile-based world state in a P2P context?

Suppose two players in a game want to build a city together on a blank tile-based game world simultaneously in a peer-to-peer connected context. When a player clicks on a tile it changes the state ...
0
votes
0answers
52 views

Tiled map editor and objects

Ive been searching for an easy way to group multiple sprites of a spritesheet into a single entity. Im using tiled editor as written at the title. Some objects might be larger than the tile size and i ...