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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)What would you name a 'tile' in your code in a rogue style game?
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Author Topic: What would you name a 'tile' in your code in a rogue style game?  (Read 1201 times)
happymonster
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« on: August 30, 2015, 09:57:15 AM »

I can think of tile, object, cell, unit, piece..

What would you use? Smiley
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Moth
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« Reply #1 on: August 30, 2015, 10:13:15 AM »

Personally I go with cell! I save "tile" as a term for graphic related functions and personally when I think of the term "unit" it brings entities rather than spots on a grid to mind.
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happymonster
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« Reply #2 on: August 30, 2015, 12:09:44 PM »

Yes I agree actually.

Any other terms you can think of? Smiley
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s0
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« Reply #3 on: August 30, 2015, 12:25:11 PM »

i used "square" for single tiles in my own roguelike and "cell" for the chunks i used for levelgen
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Moth
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« Reply #4 on: August 30, 2015, 01:48:30 PM »

There's also "space" and "block" though block might be another one that gives the level gen chunk vibe.

I can only think of level gen chunks being referred to as "chunks" because I played too much minecraft Tongue
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« Reply #5 on: August 30, 2015, 02:04:29 PM »

i would have named them chunks but the word just didn't pop into my head when i first wrote the relevant code, so the name "cells" stuck. Tongue
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ProgramGamer
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« Reply #6 on: August 30, 2015, 03:15:26 PM »

I guess you're pretty much decided at this point but yeah cell sound better imo.
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Layl
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« Reply #7 on: August 30, 2015, 04:06:22 PM »

I like "pages" more than "chunks" for world loading/generating.
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JK
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« Reply #8 on: September 02, 2015, 02:47:48 PM »

Just call it a tile. I.e. that's exactly what it is. Even if your game is text based, the term tile signifies an individual piece of a map. The original rogue actually has tile-based movement, albeit with small single-character spaces.

Source: I've made a mini text-based roguelike  before.
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« Reply #9 on: September 02, 2015, 03:02:30 PM »

Just call it a tile. I.e. that's exactly what it is. Even if your game is text based, the term tile signifies an individual piece of a map. The original rogue actually has tile-based movement, albeit with small single-character spaces.

Source: I've made a mini text-based roguelike  before.

"square" is boardgame terminology and because tiles ARE usually squares and roguelikes are kinda virtual boardgames to begin with...
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Moth
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« Reply #10 on: September 02, 2015, 03:05:20 PM »

also no one's saying roguelikes don't have tile-based movement, it's just that the term tile is generally correlated with graphics stuff rather than mechanic stuff. anyway its just all personal preference ofc
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JK
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« Reply #11 on: September 02, 2015, 06:49:12 PM »

Just call it a tile. I.e. that's exactly what it is. Even if your game is text based, the term tile signifies an individual piece of a map. The original rogue actually has tile-based movement, albeit with small single-character spaces.

Source: I've made a mini text-based roguelike  before.

"square" is boardgame terminology and because tiles ARE usually squares and roguelikes are kinda virtual boardgames to begin with...

I wasn't making an argument against your point. Smiley "Square" is entirely valid too. When I played board games with my friends, we usually called them "spaces" anyway haha
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baconman
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« Reply #12 on: September 08, 2015, 03:35:34 AM »

I use "tile" as the block itself; "chunk" as a group of blocks that are being mapped, and "cell" to identify the rooms (especially since GML refers to "rooms" as different screens altogether).
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gutterpunk
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« Reply #13 on: September 10, 2015, 06:11:27 PM »

Cell, because I code top down roguelike like I code a Game Of Life. Which is probably a mistake.
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Dragonmaw
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« Reply #14 on: September 15, 2015, 02:12:57 PM »

cell, and "prefab" for pre-constructed level chunks
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