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  • #game-development #math | With two different types of edge and two different types of corner, we have 2^8 or 256 different tiles in a complete tileset. (...) Generally though 256 tiles is too many to produce and use. However, there is an interesting subset of 47 tiles, known as 'Blob' tiles. So called, because each tile has a central 'blob' of land or carpet, aulthough tile_0 is often depicted without for artistic reasons. These can be used to tile room, terrain or carpet areas.

    Tilesets are a big source of inspiration for me given how they can "bring to life" a simple 2D array of numbers and make it look like a "place". Combine that with a tileset editor and you can literally paint locations!

    Guy Walker's website is my favourite resource about various approaches of tiling. It is currently offline but luckily there's a mirror available courtesy of Boris the Brave.

    1 year ago | View Shared by kos
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  • #game-development #programming-languages #projects | In order to learn Rust better, I decided to rewrite one of my previous projects, Minefield Mahjong. The game was originally written in Python, so I had an opportunity to see which ideas translate well and what needs to be different.

    A comprehensive "first impressions" post! I was part of the 2013 hackathon so this article brings back a lot of memories when I re-read it in 2024. Especially socket.io was a big breakthrough for me: back when websockets were not that popular thing and Flash was still around, socket.io suddenly made it so easy to make interactive multi-user experiences. I was looking for all kinds of opportunities to use it.

    4 years ago | View Shared by kos
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  • #game-development #math #projects | Normally, the arrangement of mines is decided at the start of the game (except for some trickery so that you cannot lose on the first click). But what if there was no pre-determined arrangement, and the game was allowed to choose after you play?

    Such a creative use for a SAT solver!

    5 years ago | View Shared by kos
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  • #game-development #games | A a remarkable example of the thorny mechanical and metaphysical problems that arise out of trying to encode meaning into words, and then words into a game. These are some that caused its maker, Arvi Teikari, his biggest headaches.

    And to think there are people who have NOT played Baba is You? This game is so unique it basically re-invents puzzling.

    5 years ago | View Shared by kos
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