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Questions tagged [tile-bitmasking]

Bitmasking is, in the context of tile-based graphics, a programmatic technique to allow seamless tiling between all tile combinations.

0 votes
1 answer
270 views

I'm trying to set up autotiling for this tileset in Godot: I set the peering bits like this: However, when I try to place the terrain tiles, all I get is this mess: What am I doing wrong?
Life4Gaming's user avatar
1 vote
0 answers
175 views

I'm using Godot. I've figured out how to do the main tiles like you see in the following image, but I have no clue where to go from here. The tile set is from PixiVan located here PixiVan Forest Tile ...
KlownHero's user avatar
15 votes
4 answers
6k views

What does it mean a 'mask' in 2D (and possibly 3D) Game development? What would an experience Game Dev understands if I say ´make this Rect a mask´? I know it could be a very broad term and it may ...
Federico Baù's user avatar
4 votes
2 answers
295 views

I have a sea trading game that I'm working on developing. Right now, my world looks like this: There are 4 different "biomes", with more to be added. Internally, this is a large mesh which has 4 ...
PearsonArtPhoto's user avatar
7 votes
1 answer
4k views

I'm currently working with Phaser, making a game that's procedurally generated. I wanted to use some RPG maker art in my game (for reference, I'm using the RTP). I stumbled across this article, which ...
Seiyria's user avatar
  • 183
1 vote
1 answer
261 views

I have a game, and I have a level editor where you can build your level from blocks. Blocks positioned in cells. So blocks can have no neighbours or have one or few neighbours. My problem is that I ...
Dimaga's user avatar
  • 13
5 votes
1 answer
2k views

I've been trying to get tile marching to work like in Terraria, and I got something to work. I don't think it's actually very good way of doing this, so I'm wondering what would be really the main way ...
user avatar