#tilemap
continuing my Godot experimentation. setup a simple tilemap, reworked collisions processing to be a bit more universal, added killbox area for pits and the like. not implemented ignoring iframes for those, though :D

#godot #platformer #arknights #fangame
November 7, 2026 at 2:07 PM
I made a new little development toy while recovering from surgery! It lets you lay out a tilemap using ascii art, then export as binary or C

You can use it to design menus and HUDs for any retro console!

Try it out: ascii2tilemap.nes.science
November 10, 2026 at 4:54 PM
❤️‍🔥 Peach, Daisy, a Shygal Queen, Rosalina and other women forming hyper-OP and huge, growy clone factions in an infinite 2D tilemap w/ a tileset getting more out there as resolution increases (tiles stay the same size in pixels) giving way to ever-larger sprites that would require hundreds of PPUs
November 5, 2026 at 11:35 PM
The side-view dungeon transitions are a bold move on SNES hardware. Automating tilemap collision checks with a script saves hours per room.
November 10, 2026 at 12:59 AM
I also feel like the in-game tools are gonna be a huge afterthought because Godot already provides editor tools, I made the editor on playdate so I could make levels for rocket bytes but srb currently uses the engine tilemap stuff and then code calls I don’t like in the user stuff
November 10, 2026 at 10:05 AM
#pixelart I created a FireRed Pokémon tilemap based on an image from the game. I'm sharing it here, and any suggestions or advice are welcome!😄
November 8, 2026 at 9:41 AM
(Or a tilemap remapping, but that's more efficient for smaller shit that doesn't move around much, or things that only change state after an animation plays. Y'know, like Mario Blocks.)
November 7, 2026 at 4:27 PM
I managed to set up randomised resource placement for my post-apocalyptic trains strategy #VideoGame last night! As well as setting up a tilemap terrain map (terrain is not randomised yet).
You can find rocks near the beach, and scrap metal near the ruined cities. Trees tend to grow farther inland.
November 6, 2026 at 4:17 PM
Fixed the wireframe toggle in my game engine and it looks funky with my tilemap drawing lol
November 5, 2026 at 7:18 PM
Unity ve Godot için eklentiler de sunuluyor. Yalnız bunu Sprite Fusion’ın ücretsiz tilemap editörüyle karıştırmamak lazım.. AI ile görsel üretimi krediye bağlı, yoğun kullanım ücretli.

Bir sınır da şu var. Aynı stilde üretim vaadi, her karede karakterin yüzünün veya silahının ...
Hugo Duprez (@HugoDuprez) on X
Just released a new pixel art model for game development: - Exact size control - Style consistency using reference sprites Use it with Claude or Codex: https://t.co/m3wq7qcZRG
x.com
November 8, 2026 at 1:14 PM
Reconnect Recommends:

ascii2tilemap! Make a tilemap with ascii, export it for your game!

#gaming #videogames
ascii2tilemap! Make a tilemap with ascii, export it for your game!
This article has been curated by Reconnect, the games writing discovery platform.
igwgames.com
November 4, 2026 at 6:31 PM
Edit the bag tilemap to add an extra dot :)
November 1, 2026 at 6:51 PM
The reason this happens is because of chunk borders; I could have it mess with meshes for every tilemap chunk but the entire reason it's chunked is because I don't want to do that >:(
November 1, 2026 at 3:57 AM
not unsafe rust probably just regular old chud safe rust,

i want to do an implementation of wfc
github.com/mxgmn/WaveFu...
GitHub - mxgmn/WaveFunctionCollapse: Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics - mxgmn/WaveFunctionCollapse
github.com
October 31, 2026 at 1:23 PM
Oh ok! In that case, you're more than welcome to try it here: www.retromancers.tech/andesite/

Let us know what you can find! Andesite runs Atic Atac and many other things, but there's a lot of software out there.
Andesite - ZX Spectrum Next Emulator by Retromancers
Andesite is a ZX Spectrum Next emulator that loads NEX files, snapshots, zips and SD card images, with Layer 2, sprites, tilemap, Copper and Turbo Sound.
www.retromancers.tech
November 1, 2026 at 4:47 PM
Tutorial: How to export tilemap layers to Godot scene(tscn)
#resprite #pixelart #godot
October 28, 2026 at 5:35 AM
Hola BlueSky.
Soy indie game dev (creando juegos desde 2005) y actualmente trabajo en proyectos comerciales en 2D de estilo retro.

🕹️ Os iré compartiendo por aquí avances, capturas y novedades de OverHeat Racers.

Un test tilemap de OverHeat Racers.

#gamedev #pixelart #retrogaming #indiegame
October 27, 2026 at 6:32 PM
GM8 lags with a 256x128 tilemap in place? Is this for a true tilemap, or free-placed tile objects placed on a grid?
October 28, 2026 at 1:22 AM
First pass at this driver was to keep similar gfx specs to the GBC, but can use any SNES format. Mainly so I could use existing 2-bit art, GB screen specs, and GBC-style sprite OAM data and palettes. Things like tilemap updates are commands that are buffered to the SNES, others are sent every frame.
October 28, 2026 at 6:25 PM
Heartbreaking, after this I started jolting down an implementation of a gpu-driven tilemap renderer, which then evolved in the idea of stupidest way to design a nes emulator.
That said I wouldn't use it for a game unironically
October 27, 2026 at 8:32 PM
tilemap changes can quietly change how a level plays. did you have to retune any stealth routes after it?
October 27, 2026 at 11:10 PM
Eh I know, I am primarily a programmer, but I wanted to not get into that and get to the asset and game part. I need to know if I can make something without getting distracted by actual engine stuff. Godot puts me in front of a tilemap without me being able to bikeshed its implementation
October 27, 2026 at 8:05 PM
basically the entirety of the ppu is GPU driven, but it's not just a single "Uber shader" that works on a bug quad at the pixel level, but you micromanage all the states with the best primitive, like a tilemap is a proper series of 8x8 quads with uv maps that sample the tile memory tex and so on
October 27, 2026 at 8:50 PM
Rings as background tiles frees the OAM, and the tracker now covers all 24 object slots. When one is collected, do you patch that cell in the tilemap during VBlank, and roughly how many such writes still fit alongside the rest of the frame?
October 28, 2026 at 7:59 AM