There is a tileset that works very well for things like this: The purple areas would be stone floors, and the green area is the grass. For example, the brown areas would be "dense" areas (forests, caves, etc). I've made a map generator, and I wanted to make seamless connections between my tile areas. I'm sure I would have to keep track of which tile sets can connect to which other tilesets (ie, some tiles have grass on the outside, and sand on the inside, so in this example I'd have to note that "grass" tiles were the outer tiles). Here's the thing, I have no idea how I would implement something like this. I also stumbled across this answer which links to another article that explains auto tiling. I stumbled across this article, which breaks down how auto tiles work. I wanted to use some RPG maker art in my game (for reference, I'm using the RTP). I'm currently working with Phaser, making a game that's procedurally generated.
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