Questions tagged [tilemap]
Tile map is a technique of re-using small graphic pieces, tiles, over and over again to shape the game field.
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Random map generation
I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path ...
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How can I quickly check if my sprite tiles well?
I am trying to create tilemap sprites that tile nicely, but checking how well they tile is really cumbersome.
Ideally, I'd like to have an image editor that shows a layout like this, so I could see ...
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Difference between "staggered" isometric and "normal" isometric tilemaps?
The Tiled Map Editor v0.9 recently added support for staggered tilemaps in addition to its usual isometric tilemap support.
What are the exact technical differences between these two types of ...
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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 ...
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Algorithm for procedural 2D map with connected paths
Problem to solve: Generate a random 2D dungeon map for a tile-based game where all rooms are connected.
I am looking for better solutions than what I currently have.
My current solution is that I run ...
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Random seed function for map generation?
I am looking for a function to generate a random tile-based map as the visual boundaries of the map change (by going through the map). I want the map to be infinitely large, and have maze-like ...
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How can I create a random "world" in a tile engine?
I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this?
The procedural generation algorithms I have ...
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Best practice for map coordinate system
Are there any conventions and/or best known methods around coordinate systems in game maps? Is the origin usually positioned in the center of the map? Or does it live in a corner and the map is built ...
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What is the size limit to the Unity 2017.2 Tilemap?
I've been digging through the documentation on the Tilemap feature of Unity 2017.2.
Does Unity limit the maximum number of tiles it will support for a particular tilemap mesh?
I know that each tile ...
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How to get all tiles from a Tilemap?
I have been trying a little bit the new TileMap system in Unity and I was looking for a way to access the tiles as a List or 2D array but I can't find anything ...
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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 ...
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Seamless tilemap rendering (borderless adjacent images)
I have a 2D game engine that draws tilemaps by drawing tiles from a tileset image. Because by default OpenGL can only wrap the entire texture (GL_REPEAT), and not ...
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Elegant autotiling
I'm looking for information about how people implement autotiling in their tile-based games. So far I have always improvised it with a bunch of hardcoded "if ... else ..." statements, and now I ...
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Efficient way to calculate "vision cones" on 2D tile map?
I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain ...
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Tilemaps in a Entity System Framework?
I have been reading up on Entity System Frameworks specifically Artemis. I am trying to decide if it is right for me. I strictly work on tile based 2d pixel art games, and I don’t think they will ever ...
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How to Simulate Height in a Tiled Top-Down Game
How can I simulate height in a top-down tiled 2D game? One way I thought was to make tiles which are supposed to be higher brighter, but I was wondering if there was a standard or better ...
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How would I implement procedurally generated tiles in libgdx?
I'm creating a simple top down Zelda-esque game in libgdx, and I want to implement tile-based dungeons that are procedurally generated, similar to this.
Libgdx does have a class called TiledMap which ...
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Road / river generation on 2d grid map
This is a newbie question, but here it goes:
My map is a 2d grid, and I want to generate roads and rivers. The route from the starting to ending point must not be the optimal route in number of tiles....
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Combining Many Small Colliders into Larger Ones
I am creating a game using a tile-map made of many thousands of grid squares. At the moment, each square has a square collider on it for checking collisions.
However, with many thousands of tiny ...
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Did old games like Golden Axe or Street or Rage use tilemaps? [closed]
I am wondering if old games like Golden Axe (genesis) or street of Rage (genesis) used tilemaps or background bitmaps for the levels.
I could not find any resource that explain this and searching ...
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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:
http://www.angryfishstudios.com/...
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Choose tile based on adjacent tiles
I am working on a tiled map editor, and I need to choose tiles automatically, based on the adjacent tiles. For example, when placing a road tile, next to another road tile, the two need to be oriented ...
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Diagonal line of sight with two corners
Right now I'm using Bresenham's line algorithm for line of sight. The problem is I've found an edge case where players can look through walls. Occurs when the player looks between two corners of a ...
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Tile map/terrain implementation with differing heights of neighbouring tiles
Ahoy!
I'm looking for some information about tile maps, or rather, what a specific type of tile map is called.
I'm interested in the kind of implementation used in rollercoaster tycoon, or the ...
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LibGDX keep camera within bounds of TiledMap
I have a simple TiledMap which I can render fine. I have a player hopping (with Box2D) around and my camera follows the player around:
...
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how to get width and height of TiledMap in the latest Version of Libgdx
I am making a tiled based game, I want not to let the camera show places, where there is no map... this is a obvious solution I got from a tutorial
...
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Is there a name for this technique to put the tiles on the corner of a level?
A very common approach in development of old games is to put the tile set on the corner of a level, to use it as a reference. For example:
On this level, the developers put a set of tiles in the ...
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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 ...
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Drawing huge amount of tiles in Monogame (XNA) efficiently
I'm asking this question because I haven't found a definitive answer to it.
Let me first of all state a few things about the game and what I have already done. The game is a going to be a RTS set in ...
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More Efficient Data Structure for Large Layered Tile Map
It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in ...
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Player gets stuck on edges between TilemapCollider2D tiles
I'm currently working on a simple 2D Physics-Based Platformer Project. However, I ran into the following issue:
I'm using a Tilemap and a TilemapCollider2D to display the world. When I move the player ...
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How can I convert a tilemap to a Box2D world?
I want to use Box2D physics and lighting with a .tmx map. How can I "convert" a tilemap to Box2D world? My basic idea is to go through the tiles on the map and ...
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How can I procedurally find a wall that separates two or more points on a grid-based map?
I'm trying to generate walls that cut off a given point from other given points. The attached image shows the sort of thing I'm after:
Blue separated from Red.
Blue separated from Red and Yellow.
...
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Unity procedural TileMap generation without creating gameobject per tile
I've been searching internet to find an efficient way to create a procedural tilemap without creating a GameObject per tile.
All the TileMap tutorials I've found are creating tiles by creating ...
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Is it feasible for a Server to send nothing more than a tile-based area to a Client?
To start, I have a good amount of background in networking (hardware, routers, ex.) but very little knowledge past the basics of network programming. This may seem like a stupid question, but I want ...
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isometric drawing order with larger than single tile images - drawing order algorithm?
I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles.
This creates a ...
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Efficiently updating building effect radius coverage
I've already searched for answers but I was not able to figure out the best approach for handling expensive functions/calculations.
In my current game (a 2d tile-based city building) the user is able ...
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How can I author objects with perspective that fit into a tile-based map but span multiple tiles?
I'm creating a tilemap city and trying to figure out the most efficient way to create unique building scenes. The trick is, I need to maintain a sort of 2D, almost-top-down perspective, which is hard ...
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How can I implement an RPG-maker style
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 ...
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How can I distribute powerups "fairly"? [closed]
I'm implementing a Bomberman-esque game in which players try to eliminate each other on a square tile-based arena. I'm currently implementing powerups that give the player who collected them a bonus (...
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storing procedurally generated roguelike world into zones
I am currently developing a 3D roguelike game which will take place in a very large world. The world is generated by procedural algorithm supplied by external script in run time. To speed up rendering ...
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Effecient tilemap rendering
I have done mostly tile based games, but never really bothered with optimization. I always just rendered all the tiles that convered the viewport.
I am currently working on platformer for a mobile ...
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Find nearest tile of type x
I currently have an array of tiles which makes up the tilemap (stored as an int array) and I want an NPC to be able to move itself to the nearest tile of type X (ie find the nearest tree and chop it ...
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Circle-Rectangle collision in a tile map game
I am making a 2D tile map based putt-putt game.
I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I ...
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3D terrain map with hexagon grids
I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer ...
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HTML5 - Dynamic canvas grid for scrolling a big map
I've been working on different scrolling algorithms for my JS-based game. My main problem is that I need to draw a huge map and also have it scroll smoothly. I've made a few attempts and while they're ...
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How to make different Rule Tiles interact with each other?
I am using Unity's RuleTiles to automatically change sprites of adjacent similar blocks.
For example, when a Dirt tile notices there are two ...
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How can I fill the interior of a closed loop on a tile map?
In my game the player can dynamically modify terrain. The map is stored within a 2D array of prefabricated 3D objects. This is working well for now. The player modifies terrain by selecting what ...
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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 ...
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How do I sort edge tiles for a hex grid in order to draw a border?
I am trying to sort the edge tiles of a region in my hexagon map. Once it is properly sorted, I can then try to walk through them and attempt at creating a Civ style border map, but I can't seem to ...