The Tile Engine: The Ins and Outs

squaring it all

Tiled games are just about the most common sort of games around. Well, no, I should rephrase that: Two dimensional Arcade games benefit with the use of a tile engine in such a way that you’d be hardpressed to find a well developed 2D arcade game that does not use some sort of tile logic. And I should stress the words “some sort.” In the past few years the term Grid Collision has been kicked around, probably as an attempt to separate the terrain building part of the tile engine from the collision managing part. But it is true you don’t have to use a tile engine for both purposes at the same time.

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Moon Herder: A Slope Game

and tutorial coming soon

While working on a tutorial for line collision and the straight line equation I had the idea for this game. Making things bounce off angles can be a lot simpler than some of the ways floating around on the internet. The game idea is very simple, just click with your mouse to create lines (each click adds a point, when you get two points you have a line.) The falling moon will bounce off the lines and collect all stars in the sky. The objective is to clear the sky with the minimum number of lines.

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H.E.R.O: The Tutorial

platforms, collisions and things that go boom

Moving on to the second game tutorial based on old atari games. This one covers many important points in game development. H.E.R.O is my favorite Atari game, and it translated very well into Flash. It is a platform game, with a screen based game play (meaning the screens change as the sprite moves across the obstacles, refreshing itself instead of scrolling.) This screen mode simplifies some things and make others more complicated. I certainly prefer the scrolling type of game but I wanted to be as faithful to the original as I could.

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