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

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2
votes
2answers
303 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 ...
7
votes
3answers
490 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 ...
0
votes
3answers
231 views

Error in Finding Nearest Hexagonal Tile

Using Openfl for a game using hexagonal tiles Working out the problem of walkability in a game, and I've run into an issue with my Hexagonal tiles. I think it is an odd rounding error of sorts. When ...
0
votes
1answer
336 views

How to compute tile offset for different isometric angles?

I am working on an isometric game and the designers want to use a different isometric angle than the default one, where I simply had to do a 2/1 offset based on tile size. I know what the new ...
7
votes
2answers
648 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 ...
0
votes
2answers
651 views

Shuffle tiles position in the beginning of the game XNA Csharp

I'm trying to create a puzzle game where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles start position so that they don't create the whole image at ...
1
vote
1answer
59 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 -> ...
8
votes
1answer
315 views

Why are 16×16 pixel tiles so common?

Is there any good reason for tiles (e.g. Minecraft's) to be 16×16? I have a feeling it has something to do with binary because 16 is 10000 in binary, but that might be a coincidence. I want to know ...
0
votes
1answer
42 views

finding a path from one point to another with obstacles help

Im building a tile based game and im implementing my path finding algorithm. Currently, it can find a path from point A to point B with no problems. However, if there are obstacles between point A and ...
1
vote
2answers
206 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 ...
4
votes
1answer
198 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 ...
1
vote
1answer
69 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
714 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 ...
0
votes
1answer
528 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
31 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 ...
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
30 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
693 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
98 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 ...
1
vote
0answers
52 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
40 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
81 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
96 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
158 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
956 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
248 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
248 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
245 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
139 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
158 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
214 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
171 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
169 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
165 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
74 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
103 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
95 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
51 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
60 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
209 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
159 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 ...