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Tile-based video game

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character grids. In most modes, individual monochrome characters can be displayed in one of four colors; others allow characters to be constructed of 2-bit pixels instead, which allowed up to 5 colors to be displayed by swapping between 2 colors via an extra bit in the tile index byte. Atari used the term
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home computers, released in 1979, allow the standard character set to be replaced by a custom one. The new characters don't have to be glyphs, but the walls of a maze or ladders or any game graphics that fit in an 8x8 pixel square. The video coprocessor provides different modes for displaying
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Variations include level data using "material tiles" that are procedurally transformed into the final tile graphics, and groupings of tiles as larger-scale "supertiles" or "chunks," allowing large tiled worlds to be constructed under heavy memory constraints.
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laid out in a grid. That the screen is made of such tiles is a technical distinction, and may not be obvious to people playing the game. The complete set of tiles available for use in a playing area is called a
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is made of tiles displayed by the game's graphics hardware. Tiles allow developers to build with a set of reusable components instead of drawing everything individually.
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mapping the tiles, or a second texture atlas mirroring the visual one but coding metadata by colour. This approach allows for simple, visual map data, letting
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characters arranged in a grid, usually for the purposes of displaying text, but games could be written using letters and punctuation as game elements. The
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Much video game hardware from the late 1970s through the mid-1990s has native support for displaying tiled screens with little interaction from the CPU.
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s tile-map system to display more sophisticated graphics, and with better performance, than the more intensive framebuffer system previously used by
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where the playing area consists of small square (or, much less often, rectangular, parallelogram, or hexagonal) graphic images referred to as
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Most early tile-based games used a top-down perspective. The top-down perspective evolved to a simulated 45-degree angle, seen in 1994's
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for performance reasons. They also store metadata about the tiles, such as collision, damage, and entities, either with a 2-dimensional
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uses a "tile," "chunk" and "superchunk" three-layer system to construct an enormous, detailed world within the PCs of the early 1990s.
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Hexagonal tile-based games have been limited for the most part to the strategy and
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draw the tiles via software, while the maze in the original arcade version of
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developed a series of video games in the 1980s that employed a tile-based
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The tile model became widely used in specific game genres such as
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create entire worlds with a tile reference sheet and perhaps a
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perspectives began to predominate in tile-based games, using
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features multi-character combat on a tiled overhead map
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series, which remade the top-down role-playing series
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The tile-map model was introduced to video games by
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Tile-based games usually simulate a 1095: 665:Tile-based video games usually use a 2029:Video games with tile-based graphics 1688: 616:Tile-based games are not a distinct 160:adding citations to reliable sources 131: 84: 43: 1053: 24: 25: 2045: 1081:Designing Your Own Character Sets 959:series of wargames starting with 510:List of text-based computer games 59:This article has multiple issues. 1026:Mark J. P. Wolf (15 June 2012). 505:List of stereoscopic video games 255: 136: 89: 48: 147:needs additional citations for 67:or discuss these issues on the 1071: 1019: 563:texture atlas in the style of 490:List of four-dimensional games 13: 1: 1832:Lightweight Java Game Library 1012: 753:. It used a tile size of 8×8 309:Isometric video game graphics 1178:List of visual novel engines 515:Category:Video game graphics 299:Full motion video based game 7: 1144:First-person shooter engine 980: 611: 455:First-person shooter engine 102:to comply with Knowledge's 10: 2050: 720: 284:2.5D & 3/4 perspective 36: 29: 1996: 1920: 1769: 1704: 1677: 1652: 1521: 1337: 1231: 1200: 1191: 1134: 933:with an isometric engine. 314:Side-scrolling video game 1078:Patchett, Craig (1982). 822:role-playing video games 790:as small as 4K in size. 115:may contain suggestions. 100:may need to be rewritten 638:role-playing video game 495:List of FMV-based games 319:Stereoscopic video game 171:"Tile-based video game" 1156:Game engine recreation 887:Ultimate Play the Game 865: 569: 304:Graphic adventure game 1867:Platinum Arts Sandbox 1712:Adventure Game Studio 891:isometric perspective 858: 788:video game cartridges 578:grid-based video game 574:tile-based video game 558: 467:Virtual camera system 334:Tile-based video game 1513:Visual3D Game Engine 1168:Game creation system 992:Top-down perspective 885:role-playing games. 807:redefined characters 742:), which ran on the 384:3D computer graphics 362:2D computer graphics 339:Top-down perspective 156:improve this article 2034:Video game graphics 1782:Blender Game Engine 1614:Pixel Game Maker MV 1067:. Atari, Inc. 1982. 780:video game consoles 747:arcade system board 648:turn-based strategy 630:is an action game, 500:List of FPS engines 270:Video game graphics 264:Part of a series on 1787:Bork3D Game Engine 974:Battle for Wesnoth 948:Master of Monsters 866: 570: 438:Real-time graphics 367:Parallax scrolling 27:Type of video game 2016: 2015: 2012: 2011: 1912:Wintermute Engine 1673: 1672: 1534:Amazon Lumberyard 1329:Zillions of Games 1084:. COMPUTE! 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Video game graphics
2.5D & 3/4 perspective
First-person view
Fixed 3D
Full motion video based game
Graphic adventure game
Isometric video game graphics

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