# My current tile graphic assembler for landscapes

**URL:** <https://forum.castle-engine.io/t/my-current-tile-graphic-assembler-for-landscapes/1976>\
**Category:** Show Your Projects\
**Created:** [July 26, 2025, 2:02pm UTC](https://forum.castle-engine.io/t/my-current-tile-graphic-assembler-for-landscapes/1976 "2025-07-26T14:02:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Noscow](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/noscow/32/964_2.png) [@Noscow](https://forum.castle-engine.io/u/Noscow)\
**Post date:** [July 26, 2025, 2:02pm UTC](https://forum.castle-engine.io/t/my-current-tile-graphic-assembler-for-landscapes/1976/1 "2025-07-26T14:02:44Z")

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Good day.  
After several experiments with a graphic style, I found a satisfactory concept. I made simple looped scene with two layers. You can use left-right arrows to scroll it.  
But my problem with the drawing tiles on tiles has been preserved (look theme [Alpha blending parameters for TDrawableImage.DrawFrom](https://forum.castle-engine.io/t/alpha-blending-parameters-for-tdrawableimage-drawfrom/1914))…  
You can see it in the uploaded example. When tiles draws without overlap (as on close layer with ground) all looks OK. But in the second layer, where algorithm works with another parameters and tiles overlaps on each other, image have transparent areas around every tile.

 ![graphartifact](https://forum.castle-engine.io/uploads/default/original/2X/c/cf9d784ecc80b4b2de8e94a0e888d2fe24c408f1.png)  
Look `TilesAndSprites` unit in this project. Procedure `ImageOnImage` and others, I think…  
[Obscurfact.zip](https://forum.castle-engine.io/uploads/short-url/q2n5GCniBF31dISg72quYRy7dbg.zip) (38.9 MB)
