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1

Sure. Make non-square tiles. For 75 degrees, you want a tile that's tan(75) = 3.732 times as tall as it is wide. (edit: You might want to use shorter tiles on the 'middle' area between ground and roof, so as to enable buildings of various heights.)


0

I think I found the best way to do it with the least amount of tiles... All you need is 6 distinct tiles, composed of polygons: Then you can create whichever building sizes you want from just these tiles: And to resolve issue of fitting signs, textures, etc... just take the same approach! :)


4

Yes, you'll want to define an "origin" tile for the player (for example, the top-left of his 2x2 set of tiles) and interpret the player's position as being the position of that origin tile. You will then want to take the tile size of the player's avatar into account when determining if it can be moved to a partition position. For example, if you have a ...


0

With just a couple of slight rearrangements, you could have: float a = (transform.position.x - Camera.main.transform.position.x) * Main.scale; float b = (transform.position.y - Camera.main.transform.position.y) * Main.scale; onscreen = a > -width && a < GameView.width && b > -height && b < GameView.height; It will ...


1

Keep an "on-screen tiles" collection that you update each time the camera moves and each tile has a reference to the objects in it. This was you only need to update the objects referenced by the tiles that are on screen (or just outside).


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. .


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, ...


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


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 ...


0

I decided to use the surrounding tiles rather than the corners of a single cell. It's not exactly what I was looking for but here is the resulting map and the code (Still have some fine tuning to do): for (int cx = 0; cx < chunks[c].cells.length; cx++) { for (int cz = 0; cz < chunks[c].cells[0].length; cz++) { colorC = ...



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