9 votes

Is there a name for this technique to put the tiles on the corner of a level?

It's a palette. Same thing you see some artists doing with colors. They draw a group of a couple of the main colors or even a gradient going between them for easy access. It's much easier to use a ...
  • 14.6k
8 votes
Accepted

Is there a name for this technique to put the tiles on the corner of a level?

I don't know if there is a name, but this seems to be something you'd do to conserve memory. First, a basic tile is very low resolution - just a few pixels across. But when rendered, they are ...
  • 10.3k
6 votes
Accepted

Any way to combine instantiated sprite renderers into one texture so I can apply into a plane at runtime?

Here's one way to handle it: Make a texture that records which tile to draw at each cell of the grid, 1 pixel = 1 tile (so if you make a 4096 square texture, you can have over 16 million tiles in ...
  • 117k
5 votes
Accepted

Is there an advantage to creating a tileset instead of multiple content items?

Nowadays the most important reason to use a tilemap instead of separate pngs is just for organisation. Do you want a stage to have a different theme? Then you simply create a new tilemap, that follows ...
  • 4,273
5 votes
Accepted

Are Tilesets more efficient than single pictures?

Yes, they are more efficient. Depending on your specific hardware and driver, massively so. The basic idea is that you want to minimize state changes. Changing the active texture is a state change. ...
4 votes
Accepted

How to divide sprite sheet, but keeping the in same png?

Sprite Sheets with a Uniform Grid The easiest form of sprite sheets, are sheets that use a uniform grid to lay out the individual sprites of your object. Your sheet is essentially a grid with a ...
3 votes

Is there an advantage to creating a tileset instead of multiple content items?

Here's a little experiment you can do yourself to see why using a texture atlas (or tileset) is a good idea. The goal is to draw a checker pattern using a ...
2 votes
Accepted

How to create walls and rooms with Pixi

From my understanding, PIXI doesn't recognize the blue walls. Your blue walls are really just one big rectangle (a sprite), so you can detect collisions between your characters and the map itself, but ...
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: ...
  • 14.6k
2 votes
Accepted

Isometric Terrain Editor

If you have the height of each corner you can easily find which tile to use. For example on the following drawing, the tile number 1 has hills on its top corner and left corner. The tile number 2 has ...
  • 1,728
2 votes

Are Tilesets more efficient than single pictures?

Yes, using texture atlases is more efficient than using individual images. It largely boils down to two things: The images have to be transferred onto the GPU in order to be drawn to the screen. ...
2 votes

Are Tilesets more efficient than single pictures?

This is one of "truths of old days" and no longer important (that much important). While using one texture is definitely more efficient(switching texture, as every operation, introduces some overhead),...
  • 4,880
2 votes
Accepted

How can I create a slope/hillsde tileset?

Sloped terrain is hard to do in a convincing way in an orthogonal 2d tilemap. But here is an example from the 1993 SNES game Illusion of Gaia by Enix which does a quite decent attempt: This ramp uses ...
  • 113k
1 vote
Accepted

Texture Atlas is border bleeding

The texture size usually does not match the screen area, so it needs to be enlarger or reduced. That means that the border of your tiles are blended with the transparent border between tiles. And it ...
  • 116
1 vote
Accepted

XNA's SpriteBatch resizing is not sharp as i use it

Thanks to @DMGregory, i've Added the parametter samplerState on SpriteBatch.Begin that fixed everything ...
1 vote

Is there an advantage to creating a tileset instead of multiple content items?

It comes down to performance. Tilesets are good for the engine, since it then has to only store one single path to one picture. And that picture is easily made into power of two to better be ...
  • 11
1 vote

Character collision detection on 2D array tileset based map

The simplest way possible to perform a collision detection is checking the next position an object should move to: if there is a free place, move it, if there is a wall, don't move it, etc. Simple ...
1 vote

Why my canvas isn't showing anything after I put code in the loop for tile map?

So I solved the problem by removing one of the image.onload functions. The problem was that I had them both in my constructor functions. And the one inside Loader ...
  • 179
1 vote
Accepted

Tiled - isometric map - how to find out tile width/height

The downloaded file contains a big spritesheet with many sprites in it. What is the best way to find out what settings I need to have in Tiled to work with these? The spritesheet included in that ...
1 vote

How do you use these kind of rpg ground tileset ?

These are "Auto Tiles" for the RPGMaker game engine. While the map editor uses 32x32 tiles as a basic logic unit, the engine actually splits the tiles into 16x16 tiles. The map editor then ...
  • 113k
1 vote

Take an image and cut it up into a tile map

Take a look at TILED. http://www.mapeditor.org/ 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 ...
  • 11
1 vote

Use tilesets or a complete image?

Your question is a bit unclear, but I assume you are asking: Why render the world of a 2D game using a single texture holding an indexable tileset instead of having the world pre-rendered from ...
  • 1,637
1 vote

Use tilesets or a complete image?

It's simply more convenient. If you store the tiles with ids, then you can easily convert those to coordinates on the texture, so you don't need to store the textures in an array or use switches. You ...
  • 14.6k
1 vote

Top down 2D game: hole tiles

Think of the hole tiles as "teleporters" which teleport the player-character to a different map (the one representing the layer below it). You will likely already have an implementation for these to ...
  • 113k
1 vote

Top down 2D game: hole tiles

I don't know what tool you are working with but as if you work in unity like me, you can make a trigger for those holes and certainly player has a collider. so in collision stay of hole or player just ...
  • 2,460

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