I’m working on a small game with a procedural map. As the whole game is set in a labyrinth-like building I’ve decided to use tile maps. The map generation algorithm produces a 2D matrix with 0s and 1s. A 1 indicates that the tile is walkable while a 0 represents an impassable field. In a simple 2D setting this could be represented by using a floor sprite for each 1 and a wall sprite for each 0.
I’ve used this method to create the night sky of my Ludum Dare 38 Game. It’s an easy way to create the stars of the night sky in few minutes. Start with two layers, one for the dark sky and one for the stars. The dark sky is just uses a dark, blue color. The star layer contains a mixture of light colors. It is up to you how you create this layer.
# [Play Little Sky Farm] Story You want to go the final step with your loved one but damn it is expensive. Living on a small floating island there isn't much to earn money with, but you have to find a way before it is too late. Farm the little land you have to rack up the money you need. Game Mechanics The worth of objects changes with time.
In a game with a static camera (looking down at the level) it is important to align the character movement with the camera. Failing to do so creates a distorted input feeling as the input and the actions of the player character don’t correspond to each other. To achieve a correct movement, the directions have to projected from the screen onto the scene. Naive implementations of player movement use the axis of the coordinate system as directions.
The input material I took photos of the grass in my backyard to create a grass texture. The camera was held at shoulder height pointing down. I cropped the image into a 1:1 image. Try to keep the image as big as possible. Do not scale it into your desired dimension yet! Make it tileable! There are two methods to make the image tileable/seamless. The easiest way to create a tileable texture is to use the “Make Seamless” tool (Filters->Map->Make Seamless).