Tile Engine Series’ New Home

September 25th, 2008  | Tags: ,

Since the tile engine series is still the most popular content I’ve ever made, it definitely has made its way to the new site. The tile engine series can now be found at http://nickgravelyn.com/archive/#tileengine.

That archive page is where I will keep links to all of the downloadable content I put on this site in the future as well, so you can also find the Alien Aggressors tutorial as well as my Visual Studio templates.

On another note, it seems that my second episode of the tile engine series has a corrupted ZIP file (not sure how that happened). If anyone has a copy of the second episode lying around that isn’t corrupted, let me know.

Comments
  1. rscharen
    September 25th, 2008 at 12:01
    #1

    Hey Nick,

    I have TileEnginePt2.avi, is that what you’re looking for? I’m listening to it now just to make sure it’s OK. Where would you want me to send it?

    Bob

  2. September 25th, 2008 at 12:11
    #2

    I doubt you can email something that large, but try zipping it up and email it to nick@nickontech.com. If that doesn’t work, see if there’s anywhere you can upload a file that big and give me a link. Then I can put it back up on the server.

    Thanks.

  3. Sm4kt4rd
    September 25th, 2008 at 12:30
    #3

    I also have it, I had to ZIP it again though. I used WinRar, and if you didn’t get rscharen’s file, here is a link:

    http://cid-c0adb6f0f9176682.skydrive.live.com/self.aspx/Public/TileEnginePt2.rar

    Hope that helps!

  4. rscharen
    September 25th, 2008 at 13:06
    #4

    I sent you the link to the above email through rapidshare.
    Bob

  5. ShawnMcCool
    September 26th, 2008 at 23:22
    #5

    Nick, would you consider a forum for discussing code? For example, I’d like to get your input on this method.

    public void FillCell(int fillx, int filly, int desiredIndex)
    {
    int oldIndex = currentLayer.GetCellIndex(fillx, filly);

    if (desiredIndex == oldIndex)
    return;

    fillCells.Add(new Vector2(fillx, filly));

    while (fillCells.Count > 0)
    {
    int x = (int)fillCells[0].X;
    int y = (int)fillCells[0].Y;

    currentLayer.SetCellIndex(x, y, desiredIndex);
    fillCells.Remove(fillCells[0]);

    if (x > 0 && currentLayer.GetCellIndex(x - 1, y) == oldIndex && !fillCells.Contains(new Vector2(x - 1, y)))
    fillCells.Add(new Vector2(x - 1, y));

    if (x 0 && currentLayer.GetCellIndex(x, y - 1) == oldIndex && !fillCells.Contains(new Vector2(x, y - 1)))
    fillCells.Add(new Vector2(x, y - 1));

    if (y < currentLayer.Height - 1 && currentLayer.GetCellIndex(x, y + 1) == oldIndex && !fillCells.Contains(new Vector2(x, y + 1)))
    fillCells.Add(new Vector2(x, y + 1));
    }

    }

  6. September 26th, 2008 at 23:44
    #6

    I’d really prefer not posting code directly into the comments. If you must post code, use a pastebin like http://www.ziggyware.com/codepaste.php and then link it.

    As for that code, I’m not sure exactly what you’re going for or how it’s different than what is in the tutorials, so I’m not sure what I am supposed to be critiquing.

  7. joegengler
    March 12th, 2009 at 14:44
    #7

    I’m just going through these tutorials (tile engine) for the first time in March of 2009. As a result, I’m unclear as to where I should be posting questions. Also, as a result of my entering the game a little late, I’m having a problem on the first tile editor section that I believe is a result of working with XNA Game Studio 3.0 instead of 2.0.

    I’ve searched the internet quite a bit to find that others have been getting the exact same errors as I have however have found no answers. Is it still possible to ask about this stuff on here somewhere?

  8. esa
    April 13th, 2009 at 15:43
    #8

    Hey Nick. Great tutorials so far. I just needed a basic introduction and yours was great. I do have one question (and I don’t know if this has been covered in one of your tutorials yet) but how would I specify whether a tile is passable or not? For example, if I’m rendering a wall tile that a character cannot pass through or bullets cannot go through, how do I specify that attribute?

    Thanks.

  9. Dave1005
    April 15th, 2009 at 16:38
    #9

    I was wondering if you could help me with a problem, Nick.
    After going through Episode 3B, I encountered the following error:

    Could not load file or assembly ‘TileEngine, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null’ or one of its dependencies. An attempt was made to load a program with an incorrect format.

    Would you happen to know how I can fix it? It is referring to the Application.Run(new Form1()); in the Program.cs file.

    Thanks in advance,
    Dave1005

  10. mouse_of_danger
    June 5th, 2009 at 12:02
    #10

    Hi Nick, i have been looking for a tutorial to make sense of the tile engine (the ones on the xna related sites have made things really messy as they just keep hacking previous engines to bits). i have however hit a small problem, when downloading episode 2 video and 3 videoA the zip files seem to be empty although the download size is massize for an empty zip file. I did knotice from above that you had issues with no2 but have you had the chance to resolve them at all.

    all in all really helpful thanks

  11. JSearle
    June 17th, 2009 at 20:52
    #11

    Hi Nick,

    Came across your TileEngine and editor tutorials several weks ago. I watched all the videos and recently started to actually do the coding in XNA. Everything has gone well, except for one problem in the editor. The editor works as expected as far as the UI components (buttons,checkboxes,etc.) but the tile textures do not actually draw on the grid of the layer. The white boxes dissapear as if something was drawn there, but no texture appears. Have you heard of this before? Any idea what might be wrong? For your info, I tried the unmodified solution in both VS2005 and VS2008(with the help of the conversion wizard) and get the same results in both cases. Any suggestions would be appreciated. As a side note I have used your tutorials as a basis for an isometric game engine. I will check back with you when I get it more complete if you are interested. So far it only draws the tiles and allows scrolling. Thanks again.

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