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6

Basically, I think what you do is first of all create a tile for each of your terrain types that seamlessly tiles with itself. As you said there are many tutorials available on how to do this. Once you have those tiles, you can draw variants as well as transitions between different types of terrain by modifying copies of them. The only thing you need to ...


4

I found an efficient way to build a city fast (or whatever you're trying to build) is definitely to go modular, and make indexed fittings for your buildings. For example: Single buildings, referenced as A, B, C, etc... Signs, skins, etc. associated to each: Now you can mix and match to create a dynamic city quickly Of the approaches I've tried, ...


2

The .tmx data format stores each tile in the map as a reference to a specific tile on the provided tileset, whose information in the .tmx file is found at <tileset ...> <image source="path/to/image/tileset.png" width="194" height="129"/> </tileset> The tile data itself can be found in the .tmx file if you set the layer format to XML ...


2

That's purely a matter of personal preference. Unless you are going to extremes of some sort (too small or too large), that aspect alone won't affect performance. Of course if you have same count of tiles, larger images will naturally consume more memory and, generally, perform slower. As a side note, assuming you are beginner in a gamedev, most ...


2

In order to create a randomly procedurally generated level, you need a random moving unit AI that behaves like the player. The computer controlled unit needs all the moves (actions) the player would have at this point in the game and it will need to refrain from heading back (I'll explain why and how next). You need to mark each platform and each empty ...


1

I think what you are looking for is a form of parallel projection. .


1

In the tilesheet, right click on a tile and then open its Tile Properties. If you see a property named "c", it means that that tile is "closed", and the player cannot enter that tile. If the tile lacks "c", then the player can enter it. Source: https://github.com/particlequest/ParticleQuest/wiki/How-to-create-a-map-using-tiled-map-editor


1

Its really a matter of how much definition you want in your map... If you choose 32x32 px you'll mostly end up with Pixel Art. If that is not what you are looking for, just pick a bigger size. As long as it is a power of 2 and its not an absurd HD size just for one tile, it wont really affect performance.



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