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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I can load new tiles but how do I load new chunks?
I have successfully been able to add new tiles and place random trees on a 2d map grid however I haven't used chunks. I just load a new tile when the player moves and save it to the map array. But I ...
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Is there any way to load pieces of a tile-map as and when needed, and not the entire map at once?
I created a tile-based rpg game in java, but it runs really really slow, the reason is the big tile-map that is stored in the buffer. Is there any way to programmatically load pieces of the map when ...
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Is there a size limit when using UICollectionView as tiled map for iOS game?
I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as an example), and I'm considering using a UICollectionView as my game map. Each cell ...
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Is it possible to make a TileMap that adjust it self to multiple screens?
I need to build a tile map that is supposed to fit nicely in several screen Sizes.
However, Tiled the tile map editor I use allows only to produce absolute fixed ...
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Tilemaps and colour overlays
I am currently developing an isometric tile game for android. I am currently working on how I to handle rendering the tiles in an efficient way. So I was wondering about the possibility of using a ...
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How to remove seams from a tile map in 3D?
I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex ...
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Should I use tiles in a snake game? [closed]
I'm building a simple snake game, which is my first game ever. I'm using LibGDX, which is Java-based.
I've looked at the Tiled Map Editor, but I don't know if it is necessary in a simple game like ...
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A*, Tile costs and heuristic; How to approach
I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class.
The first problem i ran into was that the ...
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Tile Map World Background
I am making a 2D top-down game in Java using the Slick2D library. However, this question applies to all ways of making games of this nature.
My question is: How would I do a background for the world. ...
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How do I manage the visibility of enemy spawn locations in a long scrolling shooter?
How do I handle the situation of an enemy spawn place being visible on a screen in a scrolling shooter?
The tutorials I have seen are about setting all the enemies on a whole map only. But it is not ...
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How do I handle specific tile/object collisions?
What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to ...
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How Does Y Sort Allow Partial Overlap with Objects in Godot?
I watched the video:
https://www.youtube.com/watch?v=60rpO_0CJII
Why is the character able to move behind the chair? I understand that it's thanks to Y Sort, but it seems to be applied to the entire ...
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Should tiles from a tileset atlas be separated into individual images when the program loads?
I load a large tileset image in at the start of my program.
To draw the game world, I loop over a 2D array of tile IDs and based on that ID I cut out a 16x16 portion from the tileset and draw that as ...
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How do I interpolate light intensity for tilemap's lightmap?
I implemented lightmap creation for a tilemap, but I cannot figure out how do I interpolate light intensity values. For now, my lighted tiles create an obvious grid-like structure. It was pretty easy ...
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Huge gaps between my tile textures in Godot
The texture itself doesn't have any gaps in it. I don't know where these gaps are coming from. Someone suggested that I check if the sprite sheet's cell size and padding are correct. When I checked I ...
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Simulated light for a 2D tile-map with just SDL2?
I'm working on a 2D tile-map RPG with C++17 and SDL2 + SDL_Image.
There are daily cycles, weekly cycles and seasons. Even a kind of weather engine provides atmosphere. The moods and times of day are ...
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Optimal Approach for Transmitting and Rendering Large Pixel Art Game Maps in Unity
I'm working on a pixel art game in Unity, and my backend (Which is actually written on Golang) has generated a massive dataset of tiles for a 1000 by 1000 world (it could be even more). I'm wondering ...
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How can I make colliders-only visible in Godot?
Specifically, I'm looking for any way to see a collision-only item from a Mesh Library in a GridMap. (The tag says "tile map", which it technically isn't; but there's no option for a grid ...
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How to process tiles of different sizes?
I have next problem.
Sprite sheet that I have has sprites of different sizes. I use 16 pixels per unit.
On the screen you can see a choosen tile and that it's height is 14 pixels. I can't resize it ...
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Can I use normal images to make tiles in Unity?
If I'm not wrong, those are steps to use tiles with Tilemap in Unity
Upload sprites to Unity
Create a palette.
Upload sprites to the palette to create tiles.
I need some static images to use with ...
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How can I implement the player being able to place tiles on a 1d array grid?
Tell me if I need to provide more info.
My tile-based sandbox game needs to allow the Player to place tiles He has collected. But the problem is, I do not know how I can place the tile based on the ...
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How to check multiple rings of tiles around a center tile on a 2D grid
In my game project I create the terrain programmatically by creating tiles on a 2D grid as the player moves around the game map. I have it working where I select the current tile and check all 8 ...
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Tilemap is rendering all tiles as black squares
I'm trying to render a 2D tile map. I've placed a Tilemap object in the scene from the create 2D object context menu, set a reference to it to one of my script ...
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High CPU usage with Godot tilemap
I am using Godot as my game engine and I am making a basic 2D game, I have a small map with 1 Player and 5 Enemies walking around in it. The game includes some basic code for walking and shooting at ...
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How to change size of a SINGLE tile on a tilemap at runtime?
I'm having trouble figuring out how to change the scale (size) of a single sprite (tile) on a Unity Tilemap.
In the game, I place trees as tiles on a tilemap, and when they grow over time, I want to ...
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How to track when the player collides with another tile?
I'm using Unity to create a 2D platformer game. I ran into an issue I was hoping someone could help me with. I'm using OnCollisionEnter2D() to detect when the player gameobject touches the ground, ...
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Are there tilemaps without images?
I would like to use Tiled or a different editor to create a simple world (top-down).
But I don't want to use any images. I just need colors to distinguish the different types of terrain.
What would be ...
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Turn-based grid movement - each click of the clock you want to move the player
I am working one the movement for a tactical turn-based pygame.
I'm stumped as to how to get a selected object to move one tile at a time up to it's max movement to the mouse's pos.
Right now this is ...
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How to get area of grids?
Firstly,I don't know if my question title is true but I couldn't find better title, sorry If I titled wrong.
I'm trying to grid base game. The player is moving grid to grid and never stop between ...
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Select box-shape grid between two positions on tilemap
I want to be able to click and hold on a certain point and mark it as startPosition.
Then, while the mouse is held down and moved, mark that second position as <...
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Select specific tile in Tilemap
I am following this video tutorial on how to implement drag-to-select behavior like in an RTS. The only difference is, I'm using a tilemap.
The selection area is a square which I can drag to make it ...
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Place tiles along a specific axis / direction
I want to be able to place tiles only in the direction I've started "drawing" them.
For an example, if I click and hold on tile at position (0,0), and ...
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How to perform right-angle pathfinding?
I'm developing a procedural dungeon generator using pre-built rooms and currently I'm using A* pathing to create corridors to connect one room's door to another room's door.
The problem with this is ...
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How can I avoid coupling between units and their environment?
Currently in the process of making a game like Dwarf Fortress, so without graphics. I'm mostly thinking about how I want to implement everything. While writing code I keep stumbling on general game ...
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Rendering tiles at a larger size for a detailed look
I'm trying to make my 32-bit tiled map become more "zoomed" in. However, I experience an error that I can't resolve. Firstly, I followed this post on how to render the tiles larger.
This is ...
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Why isn't my tilemap collider appearing?
I am trying to make a 2d game but my player falls through the tilemap every time.
My tilemap collider doesn't seem to show up.
What is going on and how do I fix this?
The first image is rigidbody ...
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How do I determine the player's grid position?
My original method for doing this involved taking the player's position, dividing it by the grid cell size, and rounding the result. This works for most cases except when I move my player up above y-...
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How to Generate Level Map Based on Golden Ratio
I am trying to generate a map based on the Golden Ratio:
a+b is to a as a is to b.
I was looking at a JavaScript math library that had a built-in phi, but I wasn'...
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How to access and change a Tilemap's Order in Layer?
I'm making a game about two ghosts, and an important thing that I want to add is the possibility to pass through walls. I have managed to make the passable behaviour and everything.
Next, I need to ...
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Isometric Tilemap is blocking UI elements
I'm using Unity 2019.4.6f1, and I'm working on Isometric Tilemaps.
The hierarchy is like this:
The VillageScreen is a Canvas, ...
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XNA's SpriteBatch resizing is not sharp as i use it [duplicate]
I draw a TiledMap with TiledSharp and i've introduced a resize factor when drawing, that looks like this:
...
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2D Tile based game Texture Atlas combining
I am new to OpenGL and game dev, I have been to courses and trying to learing everything about this. My task is to implement a Texture Atlas in a 2D tile based game (very similar to Tibia) using ...
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How to enable the option "edit physics shape" in the Sprite Editor?
I can successfully import .png files, create tilesets, and use them in my tilemaps in Unity.
Thanks to DMGregory, I just learned that there exists an option to ...
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How to implement a mechanic of entering a town
I am planning a game played on a 2-D map, where some spots are "towns". When the player walks into a town, he enters a high-resolution map of this town; when he exits the town, he returns to the low-...
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How do you repeat 2D tiles in Java code when you go out of range?
I am looking up tutorials on how to make 2D games, and I can just copy and paste their code but I would rather know what it means and how to do it.
Suppose you have a 2D game window that has a map ...
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How to make wall tiles overlap floor tiles a bit in Unity3D?
Currently my tiles are very strictly placed, there are wall tiles, and floor tiles, and they don't overlap at all.
What I want to achieve is to have my walls overlap my floors a bit.
So their inner ...
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Unable to edit tile sizes in unity
I'm trying to change the size of sprites in unity to fit the palette. Except there are no options to change multiple sprite sizes at once.
But when I watched a youtube video on tilemaps and palettes, ...
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Tiles in the Tilemap dont overlap properly
This is my first try making a "proper" game in Unity. I'm using the latest version (2019.2.2 at the time of writing) and I'm writing with C#. This is a project I'm doing for my studies, together with ...
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How to handle a scrollable map and player coordinates
I have a large map that a player will navigate over. Currently, it is just a single background image, but I would like to make it tiled map. How do I properly keep track of player coordinates?
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How can I do a Metroid like transition between two tilemaps with Monogame Extended?
I want to do a transition like those in the Metroid games. Here is an example of what i mean: https://www.youtube.com/watch?v=RKJ3MAi0ZI0.
You enter the door, the screen fades to black and the camera ...