26
votes
Accepted
How can I implement persistent state for objects defined in a level?
I think not overthinking this issue will give the best results so I would just implement a simple key-value saving system into your game that you store along your other save data and then load on-...
11
votes
Accepted
How can I create a six sided tillable perlin noise image?
I don't recommend using the "increase the dimensions and orbit in a cylinder" trick here. It has several disadvantages:
More expensive to compute: Perlin noise needs to select and ...
4
votes
Accepted
Is it cheaper to let each tile have its own collision?
Depending on how collision is implemented, the per-tile boxes may actually be more efficient (in case the bodies are in a Quad Tree most of them are easily discarded, but in the second case it may ...
4
votes
Accepted
Drawing object lines in the Tiled map editor
Tiled does support drawing lines as collision objects. To do this, you should just not close the polygon (right-click once you're done with the polyline).
In the past these have been separate tools, ...
3
votes
How to use 16/32 square pixel tiles in tilemap on arbitrarily sized canvas in Phaser
The usual workflow with tilemaps in Phaser is this:
You make a tile map, probably in a map editor like Tiled, and export to a format that Phaser can support, like JSON.
Load the tile map in Phaser. ...
3
votes
Tiled height level collision
Instead of defining a tile-type as "blocked" or "walkable" in general, define the four edges of a tile as "blocked" or "walkable" separately (a completely impassable tile would have all edges as "...
3
votes
Accepted
Tiled height level collision
In Tiled you can add layers. Use a layer for the ground level, elevation1, elevation2 etc.
Define a ladder/stairs tile with a property (in the tileset tile property) to indicate the player can move ...
3
votes
Accepted
How to extract a point in LibGdx from Tiled map?
Actually points in LibGDX are treated as RectangleMapObject with height=0.0 and width=0.0.
Below debbuger output of object that is point on the tiled side:
2
votes
Accepted
How to use Tiled Editor to recreate a 2D map?
About resizing, as @bornander commented, there's a menu action for resizing that you need to use rather than directly changing the size in the Properties view.
The following article is about ...
2
votes
Accepted
How to integrate Tiled maps and collision detection with pygame?
Since no other solution to this question has been posted - and I now know a solution - I figured I would answer my own question so it may be useful for others.
Consider the Tiled map that looks like ...
2
votes
How do I properly load maps?
This is a common problem caused by using floating point numbers for your camera movement. Occasionally, you will see the spaces between tiles. There are two ways you can counteract this:
Round your ...
2
votes
Accepted
How should I manage Roguelike levels/maps in JavaScript?
I see nothing fundamentally wrong with your approach. Just a few thoughts:
Map is a pre-existing javascript data type. So unless the code in your answer actually ...
2
votes
Accepted
Texture appearing blurry
Select the texture you have imported in the Project tab, and then in the Inspector, set ...
2
votes
Take an image and cut it up into a tile map
Take a look at Tiled.
It's a tool for creating 2D tile maps including hex-based maps like the example in your post. Phaser allows you to load tile map data generated by this tool.
Once you've created ...
2
votes
Accepted
How do you use these kind of rpg ground tileset ?
This tileset is famous because it was used in RPG maker VX. It seemingly consists of 6 tiles (2 by 3) and it even outputs tiles in that size, but it actually handles the tileset as if it was 4 by 6:
...
2
votes
Segmentation Fault using Allegro_Tiled, function al_open_map();
Looks like you are not initializing the library with al_init call.
It tries to retrieve some standard directory to know where is the map stored, but crashes ...
2
votes
Accepted
Tiled tmx format into 3d Texture
You can create a mesh programmatically that corresponds to a tmx tilemap.
A tilemap consists out of two things: the tilemap and the texture.
I know the TMX format is not immediate in X,Y coordinates,...
2
votes
Accepted
Finding equivalent axial coordinates for a wrapping hexagonal map of radius n
I figured it out. For anyone else in the future I followed the posts by Sander Evers that amitp suggested (thanks both of you), just the small_to_big and center_of functions in combination will give ...
2
votes
Accepted
Tiled Map Editor Vs Text File? | Pygame
My suggestion would be to do both:
Start by just following the tutorials and using the text file. This will give you a nice way of getting your head around what's going on in the code, and how you ...
1
vote
Accepted
Assets from Tiled background layer not appearing in Cocos2d-x
Thanks to Thorbjørn Lindeijer for the answer!
The problem, as he advised, was that cocos2d-x only allows one tileset per layer - separating the background into layers solved the problem.
Updated ...
1
vote
Can't get reliable collision detection/response in Monogame
Of-course it bounces. You are doing this:
Detect rectangle intersection using Monogame API calls (this only tells you that an intersection occurred)
Make the player going back/forward by the tile ...
1
vote
Box2d collision on isometric maps built in Tiled
Finally figured out a way to do it.
I convert the verticies of the box2d poly from orthagraphic to isometric.
I edited the method from above to look like this. (The +320 and +175 to the co-ordinates ...
1
vote
Accepted
How do you define walkable and unwalkable areas in Tiled?
A common method is to have one special "Collison" layer. This is a layer which you don't draw in the game but which you use to place special tiles which say which parts of the map are walkable.
...
1
vote
How do I properly load maps?
I face this problem often. That annoying lines are there because when you import the tileset in Tiled you're selecting a wrong tile size. For example, you're saying Tiled that your tiles are 33x32 (...
1
vote
Accepted
Love2D and 'Tiled' - Detect if player is over certain tile/Collision
Indexing a 2D array represented as a 1D array is done like this:
index = x + y * width
Where width is sometimes known as ...
1
vote
How do I incorporate .tmx files into my game?
The easiest way to parse TMX files with Java is to use the libtiled library. It is licensed under 2-clause BSD, which means you can use it for anything as long as you give credit.
But if you would ...
1
vote
How do I incorporate .tmx files into my game?
I'd suggest taking a look at the following classes from the LibGDX framework- TiledMap, TMXMapLoader and MapRenderer.
I found a decent tutorial here with example code for reading in and rendering a ...
1
vote
Accepted
Top down tile based game render order
When you want to have overlapping sprites in your game, you need to put them in a list which you sort by the coordinate of the lower edge of each sprite and then render them in that order.
Further, ...
1
vote
Pathfinding: grid based map of irregular numbered tiles to mark connections
Instead of having Id numbers you can assign a cost value to each tile based on the state of the tile. For example : if tile has enemy then give it cost value of 10000 and if there's a loot box then ...
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