Questions tagged [tiles]

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

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145 votes
10 answers
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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
49 votes
3 answers
6k views

What is the term for a 3x3 tile set used to create larger areas?

What is the pattern/design name of using a 3x3 tileset (usually in a tiled 2D game) that can be used to create larger areas of itself. For example, these: (Image source) I thought it was a "9 tree" ...
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  • 780
40 votes
1 answer
14k views

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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  • 1,674
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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32 votes
2 answers
3k views

In a browser, is it best to use one huge spritesheet or many (10000) different PNG's?

I'm creating a game in jQuery, where I use about 10000 32x32 tiles. Until now, I have been using them all separately (no sprite sheet). An average map uses about 2000 tiles (sometimes re-used PNG's ...
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  • 1,595
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
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
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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27 votes
2 answers
52k views

Hexagonal grid/tiles tutorials [closed]

Are there any platform or language agnostic (preferably step by step) tutorials regarding creating hexagonal grid based maps/games? I'm mainly interested in grid/tiles basics and not advanced game ...
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
25 votes
3 answers
4k views

Making walls in tile-based games: what am I missing?

After spending time today to jot down some notes regarding the implementation of walls into my tile-based game, I've suddenly realized it's not going to be as simple as I imagined before. While the ...
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  • 395
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
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
20 votes
6 answers
6k views

Elegant solution for coloring chess tiles

I am re-developing a chess game I wrote in Java, and was wondering if there is an elegant algorithm to color chess tiles on a numbered chess board. Right now my solution uses if else statements to ...
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20 votes
2 answers
6k views

Are there any good tilesets for hex-based maps that are available for free use? [closed]

Does anyone know of any good tilesets for hex-based maps that are available for free use? The tiles from Battle for Wesnoth seem to be under a license that would allow others to use them in their ...
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  • 309
18 votes
3 answers
7k views

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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  • 2,757
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
3 answers
9k views

Pleasing isometric hexagons

What angles and long-side/short-side ratios give the most aesthetically pleasing and graphically regular isometric (squashed and flat side up) hexes, that additionally resolve to whole pixel sizes for ...
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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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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
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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16 votes
2 answers
2k views

Elevation model for hexagonal game grids

TL;DR: Where should elevation be anchored on a civ-style hexagonal grid? Center, side or vertex? (Or more complex?) Question proper: Consider for a moment a classic game we all know and love (maybe?...
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14 votes
3 answers
5k views

Why are there lines in between my tiles?

I'm making a top down XNA game. The maps are created by tiles. A problem I recently noticed is a 'grid' of lines between the tiles. It only shows up sometimes and only depending on the camera ...
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  • 787
14 votes
2 answers
7k views

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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13 votes
1 answer
7k views

How can I define a complex collision area on top of a tile map?

As many people recommended, I am using Tiled map editor to create a map for my game and it's great particularly because libgdx framework also provides with API for maps from Tiled. I understand I can ...
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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
13 votes
2 answers
13k views

Repeat texture in libgdx

How to fill region with repeated texture? Now I'm using next method: ...
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  • 389
13 votes
2 answers
12k views

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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  • 251
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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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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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
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
12 votes
4 answers
4k views

How would one generate a Navigation Grid for a 3D world?

I am attempting to find a solution to this problem. I'm trying to build a navigation mesh in the format of a grid of vertices locked to x, y floored coordinates in the shape of squares for 3D space. ...
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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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11 votes
2 answers
6k views

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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  • 343
11 votes
2 answers
2k views

How to manage dependencies between tile map and units

I have a 2D tile-based strategy in the works. I'm wandering how to handle the relationship between the map and the units on the map. Given a tile coordinate I'll need to be able to get the unit ...
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  • 387
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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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
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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10 votes
3 answers
4k views

What is a good flat file format for storing a 2D tile map that can grow infinitely in any direction?

I am creating a simple map engine that will automatically expand in any direction with procedurally-generated content as needed. What is a good way to store map data, anchored at a 0,0 origin so that ...
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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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10 votes
3 answers
37k views

How to split a 2D sprite tile set into individual sprites?

I see a lot of sprite catalogs for games provided as single PNG image, like the one below. I'm interested if I have to manually create tiles from that, or if there's some program that can split it ...
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10 votes
4 answers
957 views

How to deal with animated doors in isometric tiles

I've got a tricky issue I'm not sure how to tackle best: I have an animated tile of a door. When it's closed it should be sorted one way, but when it's openend it will need to be sorted a different ...
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10 votes
2 answers
1k views

In-Game Level Design with XNA?

I am wondering about in-game level design. My current situation revolves around Tiled - I have many different layers with different types of objects in them (for anyone who isn't familiar with Tiled, ...
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10 votes
1 answer
2k views

What are the common character animation techniques used in tile based hack&slash games?

I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal ...
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  • 504
9 votes
5 answers
964 views

Increasing the probability for similar tiles to generate next to each other

I'm working on a tile map system, which insofar looks like this (green is grass, air is white, stone is grey, and blue is water): It uses a simple random number generator so that there's a 45% chance ...
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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
9 votes
4 answers
2k views

Finding unoccluded tiles in tile-based game

I am working on a 2D tile-based game, and right now I'm trying to get a 2d equivalent of shadow volumes to work. I'm having trouble finding the surfaces that should cast shadows. From any point in the ...
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  • 789
9 votes
4 answers
3k views

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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