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ConditionalCoder<p>When programatically adding tilemap tiles to a scene (using set_cell()), is there an easy way to avoid needing to specify &#39;magic&#39; numbers as the atlas coordinates?</p><p>I thought about defining constants for the coordinates I use, but then I&#39;d end up with dozens of them, and I wonder if that&#39;s even helping or not...</p><p>Has anyone else done this? What was your solution?</p><p><a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="tag">#<span>Godot</span></a> <a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="tag">#<span>GodotEngine</span></a> <a href="https://mastodon.gamedev.place/tags/Godot4" class="mention hashtag" rel="tag">#<span>Godot4</span></a> <a href="https://mastodon.gamedev.place/tags/GDScript" class="mention hashtag" rel="tag">#<span>GDScript</span></a> <a href="https://mastodon.gamedev.place/tags/Tilemap" class="mention hashtag" rel="tag">#<span>Tilemap</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="tag">#<span>GameDev</span></a></p>
ConditionalCoder<p>And now I got those same changes working in the editor too! I just had to add `@tool` to the top of my script.</p><p><a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="tag">#<span>Godot</span></a> <a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="tag">#<span>GodotEngine</span></a> <a href="https://mastodon.gamedev.place/tags/Godot4" class="mention hashtag" rel="tag">#<span>Godot4</span></a> <a href="https://mastodon.gamedev.place/tags/GDScript" class="mention hashtag" rel="tag">#<span>GDScript</span></a> <a href="https://mastodon.gamedev.place/tags/Tilemap" class="mention hashtag" rel="tag">#<span>Tilemap</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="tag">#<span>GameDev</span></a></p>
ConditionalCoder<p>Look what I just figured out how to do!</p><p>I&#39;m using tilemaps to create platforms, and I worked out how to make it so you can specify a season (spring, summer, etc. - which changes the tilemap that&#39;s used) and the length of the platform.</p><p><a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="tag">#<span>Godot</span></a> <a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="tag">#<span>GodotEngine</span></a> <a href="https://mastodon.gamedev.place/tags/Godot4" class="mention hashtag" rel="tag">#<span>Godot4</span></a> <a href="https://mastodon.gamedev.place/tags/GDScript" class="mention hashtag" rel="tag">#<span>GDScript</span></a> <a href="https://mastodon.gamedev.place/tags/Tilemap" class="mention hashtag" rel="tag">#<span>Tilemap</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="tag">#<span>GameDev</span></a></p>
LogicLuminaryBill<p>🗓 Sunday, November 24, 2024<br>🚀 Progress Report:</p><p>🔸 <a href="https://mastodon.social/tags/365DaysofCode" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>365DaysofCode</span></a> Day 329<br>🔸 <a href="https://mastodon.social/tags/100daysofcode" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>100daysofcode</span></a> Day 63<br>🔸 <a href="https://mastodon.social/tags/freeCodeCamp" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>freeCodeCamp</span></a> <a href="https://mastodon.social/tags/Round_3_100daysofcode" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Round_3_100daysofcode</span></a></p><p>🎯 Today's Highlights:<br>1️⃣ Daily Reading:<br>📖 freeCodeCamp news: Read 1 article<br>🌐 Daily.dev: Read 1 article</p><p>2️⃣ Game Off 2024:<br>🎮 Downloaded Tiled and started crafting my tile map for a new game project! 🧩</p><p>3️⃣ Trello:<br>✅ Updated my board </p><p>4️⃣ Vim:<br>⏳ 5 minutes of Vim motion <br><a href="https://mastodon.social/tags/GitHub" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GitHub</span></a> <a href="https://mastodon.social/tags/Trello" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Trello</span></a> <a href="https://mastodon.social/tags/Tiled" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Tiled</span></a> <a href="https://mastodon.social/tags/Game_Off_2024" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Game_Off_2024</span></a> <a href="https://mastodon.social/tags/Vim" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Vim</span></a> <a href="https://mastodon.social/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.social/tags/TileMap" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>TileMap</span></a> <a href="https://mastodon.social/tags/CodingJourney" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CodingJourney</span></a> <a href="https://mastodon.social/tags/TechProgress" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>TechProgress</span></a></p>
Mushra<p>We published a new Ko-fi and Patreon exclusive asset pack - Red Rock &amp; Grass pixel art Tilesets! It's free for all our followers! <br>Ko-fi: <a href="https://ko-fi.com/post/Red-Rock-Grass-Tilesets-I2I3WR5DH" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">ko-fi.com/post/Red-Rock-Grass-</span><span class="invisible">Tilesets-I2I3WR5DH</span></a><br>Patreon: <a href="https://www.patreon.com/posts/red-rock-grass-102079329" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">patreon.com/posts/red-rock-gra</span><span class="invisible">ss-102079329</span></a></p><p><a href="https://mastodon.social/tags/tileset" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tileset</span></a> <a href="https://mastodon.social/tags/tilesets" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tilesets</span></a> <a href="https://mastodon.social/tags/pixelart" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>pixelart</span></a> <a href="https://mastodon.social/tags/gameassets" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gameassets</span></a> <a href="https://mastodon.social/tags/pixeltiles" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>pixeltiles</span></a> <a href="https://mastodon.social/tags/tilemap" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tilemap</span></a> <a href="https://mastodon.social/tags/topdown" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>topdown</span></a> <a href="https://mastodon.social/tags/rpg" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>rpg</span></a> <a href="https://mastodon.social/tags/IndieGameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieGameDev</span></a> <a href="https://mastodon.social/tags/IndieDevs" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieDevs</span></a> <a href="https://mastodon.social/tags/indiegamedeveloper" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>indiegamedeveloper</span></a></p>
Vyr Cossont 🏳️‍🌈🏳️‍⚧️<p>did you know that when you make a game, you have to make <em>everything</em> the player sees, or it doesn't exist?</p><p>i made part of this map and extended the tileset to support it on an overcrowded plane using Pixaki, which doesn't support tiles, so i had to basically re-create it in Tiled, but the hard part's done. now for the next hard part.</p><p><a href="https://demon.social/tags/PixelArt" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PixelArt</span></a> <a href="https://demon.social/tags/TileMap" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>TileMap</span></a> <a href="https://demon.social/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a></p>
Hapaxia<p>A much more successful isometric map test:</p><p><a href="https://youtu.be/JZzAtB4ZJE0" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/JZzAtB4ZJE0</span><span class="invisible"></span></a></p><p><a href="https://mastodon.world/tags/tilemap" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tilemap</span></a> <a href="https://mastodon.world/tags/isometric" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>isometric</span></a> <a href="https://mastodon.world/tags/projection" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>projection</span></a> <a href="https://mastodon.world/tags/sfml" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>sfml</span></a></p>
Jakub Steiner ⭐<p>Adam does a nice rundown of the <a href="https://mastodon.social/tags/tilemap" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tilemap</span></a> workflow in <a href="https://mastodon.social/tags/aseprite" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>aseprite</span></a>.</p><p><a href="https://www.youtube.com/watch?v=_onhfikMN8k" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=_onhfikMN8</span><span class="invisible">k</span></a></p>
Storm Electricity<p>Check out Asesprite V1.3! The <a href="https://mastodon.gamedev.place/tags/tilemap" class="mention hashtag" rel="tag">#<span>tilemap</span></a> editor is finally released!</p><p><a href="https://www.youtube.com/watch?v=ukdxF8XgewI" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=ukdxF8Xgew</span><span class="invisible">I</span></a></p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/pixelart" class="mention hashtag" rel="tag">#<span>pixelart</span></a> <a href="https://mastodon.gamedev.place/tags/indiegamedev" class="mention hashtag" rel="tag">#<span>indiegamedev</span></a></p>
Storm Electricity<p>No flow? Then sharpen your pencils!</p><p>If one of this days where the juices do not flow, take a step back. And „sharpen your pencils“. </p><p>Doodle around with your pixeleditor. Read that manual of this that add-on you are using. Clean up your project folder or rework that one tile in your <a href="https://mastodon.gamedev.place/tags/tilemap" class="mention hashtag" rel="tag">#<span>tilemap</span></a>. Or think about and prepare a new sound fx.</p><p>Eventy project can benefit also from this tiny tasks. Like making a holiday inside your project.</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiegames" class="mention hashtag" rel="tag">#<span>indiegames</span></a> <a href="https://mastodon.gamedev.place/tags/gamedesign" class="mention hashtag" rel="tag">#<span>gamedesign</span></a> <a href="https://mastodon.gamedev.place/tags/sfx" class="mention hashtag" rel="tag">#<span>sfx</span></a></p>
njamster :godot:<p>I&#39;m currently toying around with <a href="https://mastodon.gamedev.place/tags/AutoTiling" class="mention hashtag" rel="tag">#<span>AutoTiling</span></a> – and looked into how <a href="https://mastodon.gamedev.place/tags/Celeste" class="mention hashtag" rel="tag">#<span>Celeste</span></a> is doing it. Its tilesets follow a common template (image 1). To my surprise it does *not* include all possible inner corners, though! It&#39;s noticeable in-game as well (image 2 or highlighted in image 3). Obviously saves time (16 tiles less), but for a game that includes multiple variations for most of its tiles, it seems rather odd? 🤔 Am I missing something here? <span class="h-card" translate="no"><a href="https://mastodon.gamedev.place/@saint11" class="u-url mention">@<span>saint11</span></a></span></p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="tag">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/TileMap" class="mention hashtag" rel="tag">#<span>TileMap</span></a> <a href="https://mastodon.gamedev.place/tags/TileSet" class="mention hashtag" rel="tag">#<span>TileSet</span></a></p>
Tommy van Son ✔<p>The current state of my <a href="https://mastodon.gamedev.place/tags/tilemap" class="mention hashtag" rel="tag">#<span>tilemap</span></a>. the colours are placeholder, but the thing works. It decides which of an array of 38 sprites will be shown on a particular place. The water thing takes up one tile, but 8 others are slightly affected and take a bit of water too.<br /><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="tag">#<span>GameDev</span></a></p>
Tommy van Son ✔<p>There&#39;s something nice about making a <a href="https://mastodon.gamedev.place/tags/tilemap" class="mention hashtag" rel="tag">#<span>tilemap</span></a> by hand. Don&#39;t know why, but what&#39;s more exhilarating than making sure tbe right sprite is shown when the north eastern neighbours is X and the western is Y? Not even kidding. I&#39;ll try to have a screenshot ready tonight. <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="tag">#<span>GameDev</span></a></p>
tanoxyz<p><span class="h-card" translate="no"><a href="https://peoplemaking.games/@eniko" class="u-url mention">@<span>eniko</span></a></span> In z80 assembly i would set the stack pointer to the start of the tilemap, if each tile procedure ends with a ret instruction will jump to the next tile procedure.</p><p>Example:<br />```<br />tilemap::<br />.dw <a href="https://mastodon.gamedev.place/tags/tile0" class="mention hashtag" rel="tag">#<span>tile0</span></a>, <a href="https://mastodon.gamedev.place/tags/tile1" class="mention hashtag" rel="tag">#<span>tile1</span></a>, <a href="https://mastodon.gamedev.place/tags/tile2" class="mention hashtag" rel="tag">#<span>tile2</span></a>, <a href="https://mastodon.gamedev.place/tags/tile3" class="mention hashtag" rel="tag">#<span>tile3</span></a>,<a href="https://mastodon.gamedev.place/tags/tilemap_end" class="mention hashtag" rel="tag">#<span>tilemap_end</span></a></p><p>draw_tilemap::<br /> di ;; Disable interrupts<br /> ld (restore_stack), sp<br /> ld sp, <a href="https://mastodon.gamedev.place/tags/tilemap" class="mention hashtag" rel="tag">#<span>tilemap</span></a> <br /> ret<br /> tilemap_end::<br /> restore_stack = .+1<br /> ld sp, #00<br /> ei enable interrupts<br /> ret<br />```</p><p>I don&#39;t know if this kind of tricks can be done in 8086</p>