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Koobazaur

Member Since 03 Apr 2003
Offline Last Active Aug 29 2014 10:44 PM

Topics I've Started

Top-down 2d Tile game - how to generate wall tiles?

19 July 2014 - 12:54 AM

I am working on a simple 2D top down tile based game where a tile is either "floor" or "wall." A good example of what I want is the oldschool Alien Assault:

 

AlienAssault2_zps88115aa9.jpg

 

 

Now my question is - how do I create the wall tiles? If I was just to hand-draw these then it would mean 256 different wall tiles (since each tile is surrounded by 8 tiles that can be wall or floor, so 2^8 = 256). Even if I do some mirroring/rotating, it's still seems like an annoying amount of tiles (especially laying those out onto a tilesheet to fit some auto-matching algorithm).

 

Is there a better way of doing this, or is that pretty much how most 2D games do it?

 

One other idea I had was to (just for rendering) subdivide each tile into 4 and treat each corner separately. Since you always know the corner will have at least two surrounding walls you only need 4 variants per each corner, meaning 16 images total:

 

2dtilesv2_zps58e0b107.jpg

 

 

Looking at RPG maker tilesets I am guessing this is how they do walls, as all you need is this:

 

rpgmaker_tiles_zps8aff56ef.jpg

 

To create something like this:

 

dungeon_test_1_by_nicnubill-d6pzrmn_zps4

 

The only CON here is that, since the walls would be using a lot more smaller pieces, they could get easily very repetitive, unless I introduce few variants for each of the pieces and randomize it?

 

Any input from the more experienced is appreciated. 

 

(also, I did try searching but oddly having a hard time finding tutorials for this topic. Ho hum!)\

 

EDIT: actually here is a the RPGMaker autotile explanation, which is basically what I jsut figured out above lol: http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/


New challenges in writing meaningful game dialogue while working on my second indie title

27 February 2014 - 10:43 PM

Hey all,

 

I'm working on my second indie game after publishing a very dialogue-heavy Postmortem: one must die, and realizing my old approach won't work as well with a more complex narrative and many more variables affecting the conversations. So I wanted to share my musings and get some feedback:

 

Don't want to re-post the whole thing so here's a link to my devblog post about it. Let me know if you have any valuable thoughts from the writing trenchese :)


Postmortem 50% off - play as Death incarnate toying with the fate of a nation!

24 February 2014 - 02:03 PM

Just wanted to let you guys now about a big discount on my current indie game on Steam:


postmortem-twinfinite-ad-header-50off.jp

^ Clicky above ^
 


What Is Postmortem?
Narrative-adventure playing an Agent of Death who must take ONE life that could change the fate of a conflict-torn Nation!

Free form exploration, Rich Dialogue, Meaningful Choices and Unintended consequences!

Think The Walking Dead meets Home and The Last Express, with a dash of To The Moon!

 



postmortem-game-with-info.jpg postmortem-game-1.jpg postmortem-game-2.jpg

Check the Postmortem Homepage, Like on Facebook, Follow on Twitter


Any LA devs up to grab a coffee, pull our laptops, work on own projects, but bounce ideas?

08 February 2014 - 01:31 AM

I've been recently meeting a friend or two at a cafe with our laptops out, chatting occasionally for fun, and bouncing ideas about each others projects. It's been fun, motivational, and very productive, especially being a work-at-home freelancer. 
 
So any other Los Angeles devs who'd be up for a mutual work session? I'm in KTown and anywhere around or DT/Weho/Noho works great.
 
Bit about me: I recently released Postmortem: one must die on Steam and and currently working on my second title. I'm a Polish-American, laid back, sarcastic, and somewhat insightful guy, always open to meeting new folks, giving constructive feedback, and enjoying a fine Americano biggrin.png

Postmortem Game new Patch, 50% off - Eat your Turkey with stuffing & moral dilemmas...

27 November 2013 - 01:53 PM

Many fans asked for this, so I finally had a bit of time to sit down and add custom keybinding support to Postmortem: one must die YAY! Oh and the game is currently 50% off until Thanksgiving on Desura – Enjoy some thought-provoking moral dilemmas with your turkey this year!



23837.png



HAPPY THANKSGIVING!

What Is Postmortem?
Narrative-adventure playing an Agent of Death who must take ONE life that could change the fate of a conflict-torn Nation!

Free form exploration, Rich Dialogue, Meaningful Choices and Unintended consequences!

Think The Walking Dead meets Home and The Last Express, with a dash of To The Moon!



postmortem-game-with-info.jpg postmortem-game-1.jpg postmortem-game-2.jpg

Check the Postmortem Homepage, Like on [b]Facebook
, Follow on [b]Twitter

PARTNERS