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

learn more… | top users | synonyms

6
votes
2answers
975 views

Arrays for a heightmap tile-based map

I'm making a game using in C# and Javascript that uses a map which has tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm ...
1
vote
2answers
263 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
1answer
50 views

2D grid based game merging boxes

Basically what i have at the moment is a tile based game with a grid containing a number of colored cells. this is what i've done so far The prinipal idea of the game is that the user has to ...
3
votes
3answers
2k 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 ...
1
vote
0answers
40 views

Tile based in-game room building [duplicate]

On a tile based strategy game I'm working on the player may select an area in which a room is placed. To do so the player selects the tiles. Either by clicking on each individual tile or dragging from ...
1
vote
2answers
88 views

Smallest, most memory-efficient way to have tiles? (C++/OpenGL)

I need to have tiles in my game, just 16x16 images, there would be hundreds (or even thousands) that make up a level. Of course it's not viable to have thousands of memory-hog normal entities, but ...
0
votes
0answers
46 views

How do I efficiently generate all valid configuration spaces of a Tetronimo in Tetris?

This question is relevant to How can I do optimal pathfinding for a tetris piece, which assumes we already have a start and end state. How we can efficiently generate all those valid configuration ...
2
votes
1answer
33 views

Mixing perspectives in an oblique-perspective game

I've been creating an adventure game using 45 degree angled tiles to create a 3D illusion- aka oblique style. Using 45-degree angles... I can create pretty much any size or shape building I want: ...
0
votes
2answers
151 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 ...
2
votes
1answer
59 views

Java: Problems with Tile Collisions

I have created a tiled map using a BufferedImage (img) from a PNG. From that, I would like to detect the player's (peter) collisions with individual tiles on the map. However, my code will not run and ...
3
votes
1answer
85 views

How do I make an AI that stays at a distance from the player act correctly when cornered?

I am working on a few different AIs for a tile-based game. I'm trying to figure out one where that tries to keep a certain distance from the player. So if distance becomes small, move away. The whole ...
13
votes
3answers
5k views

In XNA, how do I dynamically load parts of a large 2D world map?

I want to develop a huge world map; at least 8000×6000 pixels in size. I have broken it into a 10×10 grid of 800×600-pixel PNG images. To avoid loading everything into memory, the images should be ...
1
vote
4answers
1k 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 ...
2
votes
2answers
333 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
514 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
257 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
349 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
665 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
699 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
123 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 -> ...
9
votes
1answer
432 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 ...
4
votes
1answer
325 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
83 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
746 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 ...
1
vote
1answer
736 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
47 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 ...
131
votes
9answers
31k 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
42 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
705 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
143 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
85 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
55 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
119 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
121 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
53 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
267 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
1k 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 ...
17
votes
4answers
3k 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
357 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
305 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
303 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
177 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
22 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
200 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
299 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. ...