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[Sample] Hexmap
Posted: Fri Nov 06, 2009 10:40 am
by GreenMan
Hi everyone! I've created a little example application that displays a hexmap. What do you think?
BTW, tiles are from Battle for Wesnoth.
Re: [Sample] Hexmap
Posted: Fri Nov 06, 2009 10:59 am
by napco
Nice work. Nice graphics also. What kind of game uses hexagonal tiles? I really don't know... Maybe strategy games? By the way, you could add simultaneous horizontal/vertical scrolling.
Re: [Sample] Hexmap
Posted: Fri Nov 06, 2009 11:50 am
by GreenMan
Thanks! Hexagonal tiles are used in some strategy and war games. And what's about scrolling? I thought it's working alright.
Re: [Sample] Hexmap
Posted: Fri Nov 06, 2009 5:10 pm
by Robin
GreenMan wrote:And what's about scrolling? I thought it's working alright.
The scrolling's working fine. When your game progresses further, you could try and jazz it up a bit, but it isn't bad or anything right now.
Hexagonal tiles are less straightforward to use than squares, I think, but they probably have some advantages as well.
Re: [Sample] Hexmap
Posted: Tue Nov 10, 2009 10:17 pm
by Skasi
I prefer middle-mouse-drag-n-drop in some games. I think something like that somehow fits hexmaps.. maybe maps with tiles as a whole.
Otherwise I do not see a problem with scrolling.
By the way, what about zooming?
Re: [Sample] Hexmap
Posted: Tue Nov 17, 2009 8:18 pm
by Sardtok
Hexagonal tiles are used in a lot of strategy games, because the distance from on tile to the next is always the same.
For squares diagonal moves are either illegal or legal. If they are illegal, it takes two moves to move to a square that is diagonal to the current square. If it is legal, you can speed up movement by moving diagonally, because the diagonal move covers about 1.42 times the distance.
Of course, with hexagonal tiles, you can't move east–west.
EDIT:
Well, hexagonal tiles translates badly to compass points.
The true advantage lies in there being no contact between tiles in corners.