Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games you can glean some good strategies from that article, but it can't really be used as is.
While not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of ...
I'd disagree with the accepted answer here.
I'd call this an autotile, and not a 9-slice
"9-Slice" (or 9-patch) is usually used to refer to a system where the content creator slices the image along 4 lines (not necessarily equally-spaced tiles). When rendering a rectangle, the corner slices are displayed at their native size, and the edges/center are ...
"Staggered" refers to the jagged edges of isometric maps that have an overall rectangular shape. These maps emphasize the north/south and west/east axes, and often have North up (example: Civilization 2). Diamond maps on the other hand emphasize the diagonal orientation and movement. North is often at the top right (example: Simcity 2000). Also notice the ...
The most elegant way I can think of, given that you have the row and column indices, is the following:
bool isLight = (row % 2) == (column % 2);
bool isDark = (row % 2) != (column % 2);
Basically, a tile on a chessboard is light wherever both the column and row are mutually odd or even, and is dark otherwise.
A name that will give you actual results in Google is 9-slice.
Another way to call it and ask Google about it is 9-patch.
As per this chat discussion, 9-pane seems to also be used, but the almighty Google will not show you what you need, unless you're into windows or something.
Thanks to Kevin and Josh in chat for that.
bool isLight = ((row ^ column) & 1) == 0;
XOR together the row and column indices and look at the least-significant bit. Changing the row or column index by one will invert the result, hence it generates a checker pattern.
Yes, the Manhattan distance between two points is always the same, just like the regular distance between them. You can think of the Manhattan distance being the X and Y components of a line running between the two points.
This image (from Wikipedia) illustrates this well:
The green line is the actual distance.
The blue, red and yellow lines all represent ...
There's a solid overview of different popular tile combination patterns put together by Boris the Brave, building on some earlier work by Sean Howard.
I'll briefly summarize the main categories these authors identify in case the links break in future, along with a few additions of my own. I recommend you read the original articles for the full details.
While the other answers here are really good for generating the kinds of static landscapes that would work for this specific need. There are other methods that people coming across this question might be looking for if they want to create landscapes that change over time or appear much more realistic you can follow this technique.
Unlike the other answers ...
You could use perlin noise, which is normaly used for heightmap generation.
Perlin noise in games
Then you could use the heights as an adviser, how high the chance of grass/dirt occuring in one region of the map is.
Example (Perlin noise values from 0-256):
If the value is over 200 the chance that grass is placed is 80% (dirt 20%).
If the value is between ...
Another suggestion, very straightforward:
isLight = (row + column) % 2 == 0;
Adding the row and column gives the number of horizontal and vertical steps away from the top-left tile.
Even number of steps gives light colour.
Odd numbers of steps gives dark colour.
What you could do is randomly generate a Voronoi map like this:
Picking random center points (see the black dots) and randomly decide if they are grass or dirt.
Then for over all tiles, check if it's closest to a center point of dirt or a grass.
If what you did previously is "flip a coin" for each tile (noise), generating a Voronoi diagram will ...
Disclaimer: I'm not an artist so this is just programmer's art knowledge.
You're having the grid effect in your example mostly because of that lighter patch of grass on the bottom edge of the tile:
Details like that that are easily recognizable instantly give it away that you're just repeating the same tile.
Check this article which has a lot of useful ...
First off, let me say that 2D RPGs are near and dear to my heart and working with old DX7 VB6 MORPG engines (don't laugh, it was 8 years ago, now :-) ) is what first got me interested in game development. More recently, I started converting a game I worked on in one of those engines to use XNA.
That said, my recommendation is that you use a tile-based ...
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 way to say, "Draw sprite X after sprite Y, so that sprite X will appear on top of sprite Y". They're typically generalized into layers so you don't need to ...
I'm no expert, but appart from having more than one type of grass tile (not completely different so people realize, but different enough), one trick could be having "transition tiles" between 2 different types of tiles. Using the example image you showed, having a half-green, half-grey tile between the completely grey and the completely green tile can help ...
Let's start with the array. Don't think about it as tridimensional. Indeed, if you want to have stackable units there, it makes sense at first sight:
first dimension is collumns of rows of tiles
second dimension is rows of tiles
third dimensions is tiles, i.e. arrays of units.
But this third dimension won't be consistent, as you will store there not only ...
Most simple (and probably most naive) approach I can think of right now:
Start at your character and mark all surrounding fields as steps - 1.
Iterate over all newly marked fields and once again mark their surrounding fields as steps - 1 where steps would be the current field's step number, unless the new field has an already higher number.
Repeat the last ...
One thing I've done in the past for island shapes is to use perlin noise minus a circular shape. It usually produces one big island and some little things off on the side. You can use flood fill or smoothing to remove any small noise.
Here's a demo (flash) that I wrote for this question.
For each location (x, y) in the noise bitmap, compute the distance ...
Going to try and doodle up what I mean here as soon as I finish typing this, but:
What about merging the two?
Use the second (occlude by base) for everything that isn't a wall and the first (occlude by tops) for lighting the walls?
You actually did this by accident in your second example, with the wall that goes off the bottom of the image. Extending ...
You have got to make transitions, for every possible composition of multiple types of tiles you will have to draw tiles that complete the shift. You might want to decide that a lot of the combinations ain't possible in your game as the number of transitions you would otherwise have to make would easily grow to a very large number.
Usually this means ...
Using transparency (alpha channel) is the way to go, I recommend.
This means that when you want a vertical object on the tile like this:
Then you can do it easily if your renderer draws the tiles back-to-front i.e. painters algorithm.
IMAGE CREDIT: Reiner's tileset.
To actually answer your question: the manhatten distance is consistent when you're constrained to moving vertically/horizonally along an unweighted grid (this can be easily shown by the definition on wikipedia). So yes, in your case you can avoid rechecking nodes in the closed set.
However, once you allow diagonal or any-angle movement, manhatten distance ...
I've used A Bitwise Method For Applying Tilemaps and found it to be a very elegant solution. The article provides a concrete example and discusses how to extend the algorithm to handle multiple terrain types.
Ragnarok terrain is actually a rectangular heightmap, so there's no question of breaking down the terrain into little tiles-- the terrain IS little tiles.
The things like boats and pillars are doodads placed on the map. The map itself is a rectangular heightmap, kind of like the following code. Note that each tile stores 4 heights (for each corner) not ...
While the method described by sws and MarkR is also what I prefer, I would like to present an alternative approach.
A hackish option for creating an isometric look with minimal effort is to actually use orthogonal tiles, and use context.transform to set a projection matrix which makes the map look isometric (or a combination of context.rotate and context....