Questions tagged [tiles]

Identically shaped objects (often squares or hexagons) representing spatial information.

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23 votes
1 answer
9k views

Isometric rendering and picking?

I've been looking for a formula to plot (world->screen) and mouse pick (world->screen) isometric tiles in a diamond-shaped world. The ones I've tried always seem to be, well, off. What's the usual/...
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  • 547
145 votes
10 answers
85k views

How do you generate tileable Perlin noise?

Related: Simple noise generation Understanding Perlin Noise I'd like to generate tileable Perlin noise. I'm working from Paul Bourke's PerlinNoise*() functions, ...
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65 votes
3 answers
56k views

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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  • 793
23 votes
3 answers
43k views

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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  • 1,392
6 votes
1 answer
5k views

Combinations for tiling two textures together

Hi I need to create seamless ground with grass and dirt. I can make two textures connect seamlessly one to another. My question is how to figure out all the combinations, like (left, top, bottom, left-...
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  • 197
16 votes
5 answers
53k views

Best Way to Create A Map for a 2D Game?

I apologize for the subjective "best" keyword. My friend and I have started creation of a 2D adventure game. It will be top-down in the style of pokemon or zelda (just the perspective). We have been ...
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  • 829
13 votes
2 answers
3k views

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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10 votes
8 answers
13k views

How do I prevent my platformer's character from clipping on wall tiles?

Currently, I have a platformer with tiles for terrain (graphics borrowed from Cave Story). The game is written from scratch using XNA, so I'm not using an existing engine or physics engine. The tile ...
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9 votes
1 answer
3k views

Finding out which tile a mouse click landed in

I am working on an isometric grid based game and im having an issue trying to link a mouse click from the user to a tile. I have been able to split the problem into 2 parts : Finding a rectangle that ...
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  • 201
7 votes
1 answer
11k views

What is a good technique for 2D tile-based terrain generation meeting these requirements?

As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to ...
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  • 189
3 votes
2 answers
5k views

Loading and unloading "chunks" of tiles in a 2d tile engine with 2d camera

I am making a 2d tile based game in C# and XNA 4.0. I am having trouble loading and unloading "chunks" of tiles(blocks). The whole world is randomly generated and is infinate on both axis. How would I ...
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7 votes
3 answers
5k views

Path finding in grid for objects that occupy more than one tile

In a grid-based game I am working on, I want to add objects that occupy more than one tile of the grid. Are there any algorithms or techniques to find paths for this kind of objects?
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1 vote
3 answers
3k views

How to draw only visible tiles?

I have a big map with isometric tiles(3d camera), how can i draw only visible tiles ? Whats the best way to do that ? space partitionning (octrees etc...)?
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  • 309
1 vote
1 answer
2k views

finding a path from one point to another with obstacles help

Im building a tile based game and im implementing my path finding algorithm. Currently, it can find a path from point A to point B with no problems. However, if there are obstacles between point A and ...
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30 votes
4 answers
39k views

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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  • 403
12 votes
5 answers
4k views

2D Level design/editing/saving questions [closed]

I thought about making a simple 2D Sidescroller game like SuperMario. Then i wondered about how to save, load or create the levels for the game. The first thing i thought of was drawing a simple ...
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  • 337
13 votes
2 answers
4k views

How do you handle uneven tiles while rendering a tile map?

Here is what I want to do with my tile map that I am unsure of. As you can see the top walls are way larger then the bottom and side ones (this is also an issue with my corners which are odd shapes [...
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  • 350
8 votes
2 answers
1k views

Making a symbol appear on any colour

I'm developing an RPG/roguelike-style game. Instead of having maps like: ......... ......... ....@.... ...h..... Oh look, a dwarf. I was having solid background ...
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5 votes
2 answers
3k views

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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  • 81
2 votes
2 answers
2k views

How do I find which isometric tiles are inside the cameras current view?

I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) ...
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  • 55
29 votes
5 answers
19k views

How to create a hexagon world map in PHP from a database for a browser based strategy game

I'm trying to create a hexagon world map for my PHP browser based strategy game. I've created a table in my database with the following data per row: id, type, x, y and occupied. Where type is the ...
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  • 411
35 votes
6 answers
20k views

How can I design good continuous (seamless) tiles?

I have trouble designing tiles so that when assembled, they don't look like tiles, but look like a homogeneous thing. For example, see the image below: Even though the main part of the grass is only ...
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8 votes
4 answers
12k views

Best technique for drawing isometric tiles

I'm thinking about making a simple isometric game with HTML5 Canvas, and wondering what's the fastest way to render the tiles. Since the tiles are diamond shaped, but drawImage draws rectangles, I ...
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  • 295
11 votes
2 answers
13k views

How to create tilted (height) isometric tiles

This is perhaps best explained pictorially. I am trying to create a 2.5D isometric game. My vision is for the game to look something like my goal: I am not a graphics artist, so I'm having some ...
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13 votes
2 answers
4k views

How do I tackle top down RPG movement?

I have a game that I am writing in Java. It is a top down RPG and I am trying to handle movement in the world. The world is largely procedural and I am having a difficult time tackling how to handle ...
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8 votes
3 answers
4k views

2D Top down view maps

I was wondering how this works. Do you load the complete map when the game starts up, or do you load parts of the map at runtime? And how would you save the maps? Would it be in XML or some binary ...
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  • 183
4 votes
3 answers
3k views

Rendering tiles on 3/4 perspective

Using a 3/4th perspective, I'm trying to create a way to render cliffs where nothing is overlapped, and it creates an accurate representation of the elevation. This is a rough mockup of how it might ...
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5 votes
3 answers
9k views

Getting isometric grid coordinates from standard X,Y coordinates

I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead ...
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  • 1,422
12 votes
2 answers
5k views

Deferred tiled shading, tile frusta calculation in OpenGL

I'm trying to do deferred tiled shading in OpenGL using the compute shader but I have hit a snag when trying to create the frustum for each tile. I'm using AMD's Forward+ demo (written in D3D) as a ...
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  • 445
2 votes
2 answers
9k views

How to Create a Grid for a 2D Game?

So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really ...
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  • 829
9 votes
6 answers
8k views

How do I efficiently sort objects by draw order when rendering a 2D game?

I need to render a "tile" game with objects that overlap, because they are taller than the tile they stand on, like the games in these screenshots: I don't know how to render them in the correct ...
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  • 465
3 votes
2 answers
1k views

Calculating the number of tiles shown on an isometric map

I'm currently changing an existing computer game from a top-down view to an isometric view. The map consists of an infinite number of tiles. Only the tiles which are currently visible in the players ...
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  • 105
2 votes
3 answers
3k views

Displaying possible movement tiles

What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are ...
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  • 244
5 votes
2 answers
2k views

Tile based collision detection failing when player is going too fast

I'm creating a side scroller and I'm have a problem with my collision detection. The collision detection works perfect when the player is falling at a constant speed, but when I implement more ...
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1 vote
1 answer
123 views

How to store unique keys for an infinitely generated, chunked world?

My game is made up of chunks which are identified in world space with and X and Y coordinate. Each chunk contains 16 tiles by 16 tiles by 4 layers. So that I don't have to loop over every single tile ...
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2 votes
4 answers
728 views

How to smoothly move camera when the player is climbing a diagonal staircase in 2D tile-based side-scroller?

I am working on a game, which is tile-based, similar to the way Terraria works. My player is 2 x 3 and can move over one-high obstacles, but this creates a very jittery effect, since my camera ...
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1 vote
1 answer
305 views

How can I tell if a set of tiles form an enclosure?

I have this tile-based game I've been messing around with and I want to have a way to check if a set of wall tiles make an enclosed space. Here's some more details: I have a tile map. Each tile has ...
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28 votes
3 answers
10k views

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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11 votes
3 answers
21k views

Whole map design vs. tiles array design

I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using ...
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16 votes
3 answers
9k views

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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8 votes
5 answers
3k views

How can I implement smooth tile-based lighting?

I have been working on a 2D tile game and I have implemented hard-edged lighting: I want it to be smoothed out a bit. I don't need shadows or anything, just simple lighting. I'd like it to look more ...
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  • 330
17 votes
1 answer
34k views

Tile sizes in 2D games [closed]

While developing a small game using tile-mapping method a question came to my mind: I would develop the game on Windows but wouldn't exclude adapting it to another platform. What size(in pixels) ...
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  • 357
17 votes
6 answers
8k views

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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4 votes
2 answers
15k views

Fast, simple procedural 2d island generation

I need to generate tile data for an island based rpg, my goal is have something that looks like this (mountains not required): For the past few days I have been trying to figure out a satisfactory ...
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  • 583
26 votes
4 answers
11k views

Is the Manhattan distance monotonic when used as heuristic function?

I have a square-based map. Only horizontal and vertical movement is allowed (no diagonals). Movement cost is always 1. I'm implementing an A* algorithm on that map, using the Manhattan distance as a ...
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  • 505
6 votes
2 answers
9k views

How do I determine the draw order of isometric 2D objects occupying multiple tiles?

My current sorting method works only for objects that occupy 1 tile and fails for multi-tile objects. For examle, the bed in the above picture occupies 1×2 tiles, and the sorting fails. Also that bed ...
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  • 399
3 votes
2 answers
7k views

How do I merge colliders in a tile-based game?

I'm doing a tiled based platformer in unity, and I was having some issues with collisions and I figured the problem was the way my colliders were arranged. So right now, my collision look like this: ...
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10 votes
3 answers
7k views

Finding possible moves for an entity in a 2d tiled game

I'm having issues coming up with a specific search term for this, but how would one go about finding the possible moves in a 2D turn-based strategy game (i.e. FF:Tactics, Fire Emblem, Advance Wars). ...
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  • 203
10 votes
2 answers
2k views

'Zoning' up areas on a large tile map, as well as dungeons

My game is having a map like that of Minecraft, in the way it's pseudoinfinite and randomly generated. And big. Say the user has explored a 1000x1000 zone (2D here), so that's 1,000,000 tiles. ...
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4 votes
2 answers
3k views

Container classes in tile-based games.

I've recently begun working on a tile-based tactical game, and I have questions regarding a couple of key moments. Is it feasible to organize the tilemap as an array of containers, which can hold the ...
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  • 395