An alternative to tile bitmasking, a way to adapt an undetermined number of types

I recently read this excellent article on Tile Bitmasks, a simple and efficient way to adapt your tiles to their surroundings. For instance, having a “shore” tile as a transition between land and sea.

While this is a very good approach, I chose to make a small variation on that to allow me to to work with an undermined number of terrain types.

 

 

map1
This is the system I use since my previous article on level-editor

Continue reading “An alternative to tile bitmasking, a way to adapt an undetermined number of types”

Poor man’s level editor

Welcome to my first blog post. I’ll use it to present you my ongoing progress on my different games. The new game I’m working on is a god game for mobile.
For now its name is ‘monolith‘ but it’s not definitive yet. The game is in isometric 2d (or 2.5d) and will strongly rely on physics and AI. Continue reading “Poor man’s level editor”