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Here is a basic pattern that you can use. To make the tile set look good, a basic rule needs to be followed. That is each tile must tile seamlessly with all the tiles it can connect to. Some examples: tiles E, and J must tile with themselves in all directions. Also, the top of tile E must be seamless to the bottom of tiles B, M, and N, while the top of J ...


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It's a technique no doubt about it. you can use templates which are basically just checkered grids for you to paint over. There is allot of artist work involved though. Here's an example of a tileset not unlike how the chrono trigger tileset is made. http://www.angelfire.com/rpg/nazrpg/chips/Swamp_Village_MacBlue.png then it's upto the level designer to ...


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Use another set of variables to track where you are suppose to be, as well as where you are at. if(key == KeyEvent.VK_A && ((Player)object).velY == 0){ object.setVelX(-3); ((Player)object).setDirection(Direction.LEFT); currentTileX -= 32; } And then you could do something like this public void tick() { if (x != currentX ...


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Your easiest option is to just use an existing library or game engine that supports the Tiled map format. Then you don't have to worry about GIDs or which sprites to use; you simply load the Tiled map and the associated spritesheets, and the Tiled API will let you render the map on a per-layer basis - no need to worry about individual tiles or sprites. This ...


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Sounds like you're after something like a flood fill algorithm. Basically, something like the following algorithm (you can see other examples on the wikipedia page): 1. Add your castle to the Checklist 2. Get the first item from the Checklist 3. For each surrounding position 4. If not on Complete list 5. If `0` add to Checklist 6. If `1` ...


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Hopefully I understand correctly what you are trying to do. First get all the 128 x 64 rectangles with each tile by iterating through the big image and taking subimages. Then, use an alpha map to keep only the tile you are trying to separate. If you don't know what an alpha map is, there should be plenty of tutorials online explaining how to use them.


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It sound to me as though you already have an entire map of the town drawn up and you are trying to break it down into 16px X 16px tiles for the sole purpose of adding triggers and colliders etc. Why not just keep the map as its own object and put your collider and trigger objects over it where you need them to be? Really, a tile based map might be better ...



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