2d Rpg Game Tiles
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Click The above is licensed under 2.0. I know there are tons of resources out there, and I was hoping you could get me pointed in the right direction. I'm looking to make some dungeon tile-like props for my game that are mostly 2d. While I don't mind buying something like the original Dungeon Tiles (I owned several sets a while ago, but left them to my gaming group in Japan when I moved back), I don't actually want things like corridors and rooms.
Aug 08, 2014 Hello! I read suggested posts (Picture Splitting 2D RPG DirectX, best practise, Load Balancing best practise, Rules - what is Best Practise?, WCF Best. Get over 400 game tilesets. Platform 149. Game Tiles Pack - Suitable for Water Related Games. Set of tiles to create a map for top-down games. With grass, hill, stone ground, tree, and medieval house tileset. Very suitable to create RPG games.
So my plan is to print up some props and glue them on to some foam-core so I can plop them down on my battlemat. Google image is obviously one source, but searching for various accoutrement is time consuming and somewhat unpredictable.
I'd like to see what other options are available. Versatility is a bonus; I'm not worried about bloody dungeon tables in my taverns and vice-versa, but I'd prefer a single-source solution for consistent art-style. I don't mind buying PDFs. The exception to my 2d criteria is doors and stairs. I'm hoping to find these as 3d props (downwards stairs would be 2d, but upward stairs in 3d would be nice). So any suggestions?
While developing a small game using tile-mapping method a question came to my mind: I would develop the game on Windows but wouldn't exclude adapting it to another platform. What size(in pixels) would you recommend using for creating the tiles of a tile-mapped game(ie: RPG) with the following requirements? • Have an acceptable level of detail without having too many tiles. • Having a decent map size. • Allow adaptation of the game on a handheld(ie: PSP), smartphone or a computer without too much loss of detail or slowdowns. • Allow more or less important zoom-in / zoom-out. • Have a resolution of tile that permits either pixel-perfect collision or block-collision.
Anything from a good explanation to a game example is useful as long as it can fit the requirements. This question may seem a bit simplistic, but I noticed that many Indies game developer were using inappropriate scales scenery. Also sorry for the poor syntax and the lack of vocabulary of my question, being a non-native English speaker doesn't help when talking about computers programming. You can calculate the tile size based on the screen resolution and the number of tiles that need to be visible. If you were putting up a chess board (8x8 tiles) on a 768 pixel tall screen, your tiles can't be more than 768/8 or 96 pixels, otherwise they won't all fit on the screen. How many tiles need to be visible is of course dependent on your game design.
So decide how many tiles a player should see at once, decide on the screen resolution, and calculate from there. Baten Kaitos Ii Ost Rar. That said, I like 64x64;^) I wanted to go back and edit this old answer to add a link to a nice post with tile making guidelines. It could be of use to anyone looking at tile size and tile design in general. This is a great.
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