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

6
votes
Choosing a data structure will depend on what other features you want to support. In this case, you may as well use the ArrayList since it's easier to work with and more flexible. It would be best t …
answered Jan 13 '13 by MichaelHouse
2
votes
Yes, Unity supports 2D tiles. There are some tools (and free methods) for this and you can see it clearly by some of the 2D games made with Unity. And plenty of questions about it already on the …
answered Feb 16 '13 by MichaelHouse
3
votes
Doesn't matter. Choose the one you want to work with and work with it. How you display the world is only a small part of the game, and if done correctly, can easily be changed later on if you find it' …
answered Jun 4 '13 by MichaelHouse
4
votes
I implemented a chunking system for my game when I was fiddling with infinite worlds (not sure if I'll keep them or not). For use with a single file, at first I used the chunk's world position to calc …
answered May 18 '11 by MichaelHouse
16
votes
Layers are needed not only the most basic use of a tile map, but also allow more artistic expression and play features. Layers define the draw order of the sprites used in your world. They're simply a …
answered Sep 18 '13 by MichaelHouse
1
vote
Without a fairly substantial change in your code, your options are limited. If you take a look at the functions provided for you in the Graphics class, you'll find a drawImage function that will allo …
answered Jan 7 '14 by MichaelHouse
6
votes
There are no strict definitions. It's true that the term tiles can apply to both data structure and visual representation. When people say "Tiles", they are just breaking the game into a regular grid … , either logically (data structure) or visually (tiled images). It's probably more appropriate to only refer to tiles as the visual aspect (like real life tiles), and use the term grid to define the …
answered Dec 31 '13 by MichaelHouse
2
votes
Once you've finalized your texture, create a hash of the file. Store that hash somewhere else in assets. When the level is loaded, create a new hash when you load the texture and compare it to the has …
answered Oct 8 '14 by MichaelHouse
3
votes
I think ClassicThunder is heading in the right direction, but he/she may be at the wrong level. Keeping an adjacency list at the Chunk level is fine, but it's not really the solution you're looking fo …
answered Mar 6 '12 by MichaelHouse
4
votes
I suppose you could call it a collision, but it's more like an intersection. You can create a trigger zone that activates when the player enters it. A simple way of doing that would just create a list …
answered Jul 20 '12 by MichaelHouse
0
votes
The path you find with A* and the path a unit travels do not have to be exactly the same path. You can use methods like steering to follow paths found by A*, while avoiding the corners of your obsta …
answered Feb 23 '15 by MichaelHouse
6
votes
Checking the surrounding tiles is pretty simple. You can do it pretty easily in a nested for loop: for(int i = x-1; i <= x+1; i++) { for(int j = y-1; j <= y+1; j++) { if(i != x || j != y …
answered Jan 3 '14 by MichaelHouse
4
votes
No, platformers do not have to be tile based. You can do "free placement" of sprites as well. See these related questions to learn more: Recommended method towards making custom maps for a 2d game? …
answered Oct 24 '13 by MichaelHouse
2
votes
talking about. Each field will have tiles just like you game board. Each one of these tiles will point toward the nearest friend or enemy to that tile. Visualized in paint: You'd use diagonals I suppose …
answered Jun 11 '12 by MichaelHouse
8
votes
I believe the same applies for tiles. Entities make up everything else in the world, but the terrain is separate. However, when cubes are removed, they do spawn "material" entities. Collision …
answered Jul 20 '12 by MichaelHouse

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