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Found 29 results

  1. Hi, Hi, i saw examples for pytmx with pygame but nothing for pyglet on python 3. except those two lines: Load with pyglet images (experimental): from pytmx.util_pyglet import pyglet_image_loader tmx_data = load_pygame('map.tmx') somebody can give me a little bit more ? do you have better tools to work on tmx files ?
  2. cfrankb

    sample0001.png

    From the album: LGCK Builder

    © Francois Blanchette

  3. cfrankb

    6.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  4. cfrankb

    1.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  5. Hey All, My name's Jeron. I'm a programmer of 5 years, and work a full-time job doing web/game development. On the side, I've been working on a cool 2d retro-style tactical RPG with a small team, and we need to find another pixel artist, especially one who likes to create environments. The game is built on Open Gaming Content. That means it uses a lot of the similar rules as D&D games. Here's a screenshot of a combat situation: Here's a channel where you can see some dev updates I did along with some gameplay: https://www.youtube.com/channel/UCYHLYqU1aAfzXn71mfFwtYw The game's core mechanics have already been implemented. Here are a few to give you an idea: -Modular character/equipment animation system (what you see is what you have equipped) -Combat basics -Terrain FX -Stealth/Vision -Level-Up/Multi-Classing/exp. system -Various UI's, like action bar, combat log, inventory window, battle cue -Hotseat multiplayer/Skirmish -Tutorial system -Overmap for in-between combat situations -Spellcasting system Please reply if you'd be interested in learning more about joining the team as a talented pixel artist!
  6. Hello! I'm making the CadEditor utility. This is a universal level map editor for NES / SMD games, used to inplace change ROM files. The program has been done for a long time to edit a couple of old console games, now I have to do a little bit of updating it, perhaps turning it into a block editor, like Tiled. Would anyone be interested in such a tool, or is there enough of the existing map editors functionality? And other question. It's possible to do export blocks from all the games already supported by the editor to tileset, and the map itself to the TMX format supported by Tiled editor, as well by many engines - so you can immediately get blocks and a game map from some old games for experiments with them into modern engines. Will anyone need this feature, if I implement it?
  7. Hello dear graphics folk, I have a game that uses tiles of (flat-topped) hexagons. I want the hexagon to be separated into six triangles (n=0), and those triangles separated into another six*four = 24 (n=1) triangles, and so on... I (hypthetically) need the vertices of various depth for height-mapping (n=3), but also for pathfinding purposes(n=4) and structure placement(n=2). (See attached reference) I am using the Unity3d Mesh class and managed to create the hexagon with this page on hexagons. What I need is an algorithm that can tessellate the hexagon into triangles with depth n. I do not want to dublicate vertices (except where two hexagons meet, for simplicity). There seems to exist a button in Blender, which does exactly what I need. But I want to do it myself on runtime to use Perlin Noise (or similar) for height. Is there already such an algorithm? Do you recommend some resource? Maybe I am missing the right term to google it properly? To be more accurate: How do I find, count and order the vertices in a smart way, that makes constructing the triangles as elegant as possible?
  8. Roads that turn at only 90 degrees seem unnatural, but rendering 45 degree turns is turning into a major headache, because it means that roads cut diagonally across tiles and leave pieces of themselves in neighboring tiles. In addition to having textures to render all the various turns an intersections, we also need every combination of nearby roads sticking out in the corners of the tile. In total that seems to be 4096 road tiles just to cover all the possibilities, even when we restrict roads to only going tile-center to tile-center. We can save memory by doing some flips and rotations in UV coordinates, but I estimate we'd still need dozens of tiles. We can also save some effort by making the tiles transparent beyond the edges of the road, and then layer together multiple tiles when appropriate, either in pre-processing or in the shader. Whatever we do, it is becoming a major headache for something which seems to be so simple in concept. Am I somehow approaching this problem from the wrong direction?
  9. cfrankb

    3.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  10. cfrankb

    2.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  11. cfrankb

    0001.png

    From the album: LGCK Builder

    © Francois Blanchette

  12. Hi i am looking for a sprite artist to make a retro looking platformer, preferable with thy smoothness of super mario world and the looks of castlevania
  13. cfrankb

    7.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  14. This will be a post mortem explaining how i failed the game dev competition for a tower defense game, so here it goes. In the start of june 2018 i found the tower challenge post by accident, read the description and was really excited. So i decided to apply and started right away - without any planning whatsoever. I created a new visual c++ project and after 3 evenings with a couple of hours i got the basic game mechanics nailed down: Enemies could be spawned and moved from waypoint to waypoint along a direction and randomly placed towers could hit and destroy it. Everything (tiles/enemies/towers) was defined in static int arrays, so i can adjust it however i like. It was going very smoothly and i was very happy with it. The next 2 evenings was a nightmare. I made a new map and suddently everything was broken. All the towers was shooting randomly, the enemies was not following the waypoints anymore, bullets missed all the enemies and so on, even the spawning was behaving weirdly. So it took me 7 hours to find all those bugs and fix them. After that in the next evening i refactored the current code, made it more robust and fixed a few bugs. In addition i added basic HUD rendering to display lives, score, money, current wave, etc. Now it was looking really good so far and the game was already playable. The next day for whatever reason i decided to use the editor "TileD" to setup everything. I have no idea why i wanted that, maybe i thought it would save me time or something but i was wrong. Even after 5 evenings, i still couldnt´t figure out how to get towers/enemies/waves defined in the TMX file. So i partly gave up on that idea and ended up just defining the walkable tiles and the waypoints in the TMX file. In addition i created a shitton of code just to parse a TMX file - including writing a generic xml parser in C99. The only thing useful i made in that 5 evening was that parser 😞 This entire process took me ~20 hours -> 4*8 useless workhours minus 2 hours for writing the xml parser. After that the next 3 evenings i did of lot of refactoring needed to get the TMX loaded in the way i wanted. The result was not that bad. I now could define all the waypoints, the walkable and placeable tiles in the editor and setup as many spawners as i want. This took me about ~6 hours. The next 2 evenings was a blast! I was very productive and added a lot of functionality and fixed a lot of bugs. I now had a fine looking HUD , multliple waves with multiple spawners for each wave. In addition i improved almost every part of the game, even the towers was rotating smoothly against the target now and you could lose or win the game. The "game" finally started to take shape. Of course after a blast, there comes the opposite of that: Destroying and unproductivity! In one evening i broke the tower rotation, the enemy position prediction, the rendering and even the HUD. Why of a sudden did everything brake? It may be that i just wanted to make it "even better" -> Over complicating simple things! In the following evening i reverted everything and simplified a lot of the game mechanics. Now all of a sudden the enemy prediction worked and the tower rotation was correct and very smooth. But the font rendering seems to be totally broken now - after switching to a new font. So i had no choice to still use the old font 😞 Many evenings later with a lot of delays between, i finally fixed the nasty font rendering bug. It took me over 10 hours to find that bug and 5 seconds to fix it... Now the new font or any other font works just fine. In addition i made a few simple functions to render and handle UI buttons - to select the appropriate tower. Now i got sick i could barely do anything, so i was of for over a week. After that i wanted get rid of the ugly dev graphics, so in 2 hours i made a push rendering system + opengl implementation and changed everything to it. It looked exactly the same as it was before, but now it was much more flexible and i finally could add sprites to the game. The next day i successfully added loading and rendering of sprites in just about 30 minutes. Then i searched the net for a free tileset, which i can use to test the sprite rendering. After i found one, i changed the TMX map to use it. The following 4 evenings i have written a lot of code for parsing/converting/rendering the tilesets from the TMX, but with wrong results. All the UV´s was incorrect and even after spending hours of debugging i could not find the bug at all. Now there was a full week where i didn´t do anything. The motivation was gone. The first evening in the following week i was still not motivated at all, but i wanted to get this finally fixed so i forced myself to analyze the code again - searching for the UV bug and after a short amount of time, i finally found the bug... It was just a typo... After fixing that typo now all the UV´s was correct and everything looked fine. In the next evening i added 3 more layers to the TMX map, trying to make it look more prettier. But there was a problem, the fixed map dimension was not sufficient to make use of the tilesheet i was going for. So i decided to change the entire system from a fixed map size to a dynamic one and this was pretty expensive from a time perspective, it took me around 2-3 hours. Now i had just a few days left before the deadline. The following days i moved all the wave/enemy/tower definitions into separated xml files, so i can starting making the actual 20 waves/enemies and a few towers. Of course this required me to change a lot of the internal systems, but the written xml parser now payed of and in an hour it was changed very easialy. Now i started to fiddle around with the data, trying to add more waves, more towers... Such tasks are not my thing, so it took me two hours just to add another wave and another tower 😞 So now i had one day left before the deadline and the game was not even close to be finished. I had one level, two waves, two towers, two enemies and very basic game mechanics working, without upgradable towers. Also i had no final art, no sound or music, not even a menu 😞 The following days i was really depressed about it, so i was not working at the project at all, so i failed and missed the deadline. So now comes my reasons why i failed it: 1.) I didn´t plan anything I had no idea which art style i was going for I had not slicest idea what type of waves/towers/enemies i want I had no idea how the level should look like I didn´t set any goals or milestones or tasks whatsoever 2.) Forcing myself to use the TileD editor was a huge mistake For such a little project, one level should be just fine. So why the heck do i need a editor when i just want to have one level anyway? The only thing i needed to setup in the editor was the visual tiles, the walkable and placable areas and the positions for the spawners and thats it. 3.) I added a lot of complexity without thinking it through At work i always do that, but for some f*cking reason on private projects i never do that and that always kills me. I should have sticked with the simplest solution in all cases, then i may had finished it in time. 4.) I didn´t continously worked on the game There was too many days of me not working on the game at all. I should at least made one little thing each day or something like that. But not everything was bad, at various point i made a lot of progress and the last build i made was not that bad. It was playable, you can win or lose the game - it just lacks content in a all places, so i decided to finish the game to end of september - to have at least one finished game made in my life. Thats almost two month´s from today - counting just the days, that should be doable - even with my limited time budget.
  15. Hi Forum, in terms of rendering a tiled game level, lets say the level is 3840x2208 pixels using 16x16 tiles. which method is recommended; method 1- draw the whole level, store it in a texture-object, and only render whats in view, each frame. method 2- on each frame, loop trough all tiles, and only draw and render it to the window if its in view. are both of these methods valid? is there other ways? i know method 1 is memory intensive but method 2 is processing heavy. thanks in advance
  16. Hi there. I'm pretty new to this and I don't know if it has been asked before, but here I go. I'm developing a game using SFML and C++. I would like to use the "Tiled" tool to load maps into my game but I don't actually find any tutorial or guide on how to exaclty use it (I know that I have to read an XML file and stuff). I just step into diverse projects that make all a mess. Anyone knows where can I find good information to make my map loader by myself? Thanks in advantage!!