Search found 4 matches

by rocetti
Sun May 13, 2018 5:25 pm
Forum: General
Topic: Is this a good way to handle tile collision and generation?
Replies: 8
Views: 5508

Re: Is this a good way to handle tile collision and generation?

Hahaha awesome!
Did you used any noise algorithm idea or you created with a different method? (They look a little like they are circles joining. Maybe its coincidence)
by rocetti
Sun May 13, 2018 2:06 pm
Forum: General
Topic: Is this a good way to handle tile collision and generation?
Replies: 8
Views: 5508

Re: Is this a good way to handle tile collision and generation?

Never tought on a third "dimension" inside the map table... Haha .. was stuck with arrays in mind that i forgot that lua is a table language. You just blew my mind there. (I hate the Idea of Scan all coords in a list. Even in small projects.. I feel more comfortable with just checking the ...
by rocetti
Sun May 13, 2018 11:31 am
Forum: General
Topic: Is this a good way to handle tile collision and generation?
Replies: 8
Views: 5508

Re: Is this a good way to handle tile collision and generation?

Thanks guys!! tiles 0 - 3 might represent grass, paths etc whereas tiles 4-7 might represent walls, trees, water etc. It's easy to declare a 2d table of your map and instantly see which parts are walkable or impassable and test your code accordingly. i know its easy to read If the tile is walkable b...
by rocetti
Sat May 12, 2018 12:27 pm
Forum: General
Topic: Is this a good way to handle tile collision and generation?
Replies: 8
Views: 5508

Is this a good way to handle tile collision and generation?

Hi :) Im creating a roguelike so its going to have random map generation and gridlock tile movement. I was trying to figure out a good way to handle map creation with expandable tileset types. What i need is to know If the following mindset is good or if there any improvement/better way. Basically i...