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Hex Engine
Posted: Fri Sep 02, 2016 12:21 am
by Crossing
Hey guys,
I wouldn't consider this an "Engine". However, basically it's a map creator for a hex based game I'm working on.
It's pretty simple.
Coming soon:
More tiles, overlay tiles (ex: forts, castles, farms)
Randomizer
UPDATE:
Please note, Colors and art is not complete, nor is the UI!
Hi guys, i've been working on this project recently and added all of your guys suggestions.
I decided to start from scratch and change the whole aspect of the "Engine" (Map Maker).
So, first off i added two views, the first being a far out view.
- HexPreview.png (37.22 KiB) Viewed 9683 times
The second being a zoomed in view, in which you are able to scroll the map using arrow keys.
- HexPreview2.png (14.63 KiB) Viewed 9683 times
Secondly, i changed the window size to 800x600.
Third, now holding the right mouse button you can "paint" on the screen, no more click spams!
Fourth i changed the UI style to give it a more minimalist look, i still have to add some animations, add all the tiles, save load features, etc, that will come next update.
Updated love file.
Any more suggestions please say so!
Re: Hex Engine
Posted: Fri Sep 02, 2016 8:45 am
by Germanunkol
Looks neat
Suggestion: Dragging the mouse while holding down the left mouse button should "paint". It's a lot of work to click every individual tile.
(i.e. draw by reacting to the
mousemoved event, not only in the mouse click event).
Edit: Ah, also, I'd make the map much bigger. It's the main part here, yet it only uses a tiny bit of space on the screen. Instead, make the tile-preview smaller (also, increase the window size).
These tiny changes will make map-editing much more fun.
Re: Hex Engine
Posted: Fri Sep 02, 2016 11:29 am
by Crossing
Germanunkol wrote:Looks neat
Suggestion: Dragging the mouse while holding down the left mouse button should "paint". It's a lot of work to click every individual tile.
(i.e. draw by reacting to the
mousemoved event, not only in the mouse click event).
Edit: Ah, also, I'd make the map much bigger. It's the main part here, yet it only uses a tiny bit of space on the screen. Instead, make the tile-preview smaller (also, increase the window size).
These tiny changes will make map-editing much more fun.
Thanks for the feedback!
I'll implement the paint feature this weekend.
I was planning on making a zoom in and out button we will see how that goes.
What size should I make the window?
Re: Hex Engine
Posted: Fri Sep 02, 2016 1:32 pm
by Beelz
Looks nice so far, I could see myself using this for quick maps once it becomes a little more polished. As for window size, I would go with at least 800x600 and try to keep to a normal aspect ratio(ex. 4:3 or 16:9). Anyways, keep it up!
Re: Hex Engine
Posted: Fri Sep 02, 2016 3:32 pm
by steVeRoll
This looks very cool! Are you making it for "The Salty Sea"? I hope you do!
Re: Hex Engine
Posted: Sat Sep 03, 2016 2:36 am
by Crossing
steVeRoll wrote:This looks very cool! Are you making it for "The Salty Sea"? I hope you do!
Actually no I wasn't. However thinking about it now I think making The Salty Sea hex based could make it really cool and alot more customizable. I'll look into it.
Re: Hex Engine
Posted: Sat Sep 03, 2016 2:39 am
by Crossing
Beelz wrote:Looks nice so far, I could see myself using this for quick maps once it becomes a little more polished. As for window size, I would go with at least 800x600 and try to keep to a normal aspect ratio(ex. 4:3 or 16:9). Anyways, keep it up!
I'll try out that size when I release the next update.
Thanks for the feedback!
Re: Hex Engine
Posted: Fri Oct 14, 2016 2:38 am
by Crossing
Updated
Re: Hex Engine
Posted: Fri Nov 11, 2016 2:17 pm
by Sir_Silver
Those pictures of your game have gotten me to think about how I might make my own hex grid sort of game and what it might be about. Is the project still in development or maybe you're taking a good long break from it? I'm starting to consider making my own game like this :O
Re: Hex Engine
Posted: Fri Nov 11, 2016 5:10 pm
by Smoggert
Hey Crossing, the hitdetection on your hexes seems a bit off around a few corners, I looked at the code but got terribly confused by the number of vars your using to actually calc it
I have some 100% accurate hex hit detection if you like (based on the center and outer sphere radius).
If need be I can post the snippit.
(I'll have to change it first as it currently also takes into account the rotation of the hex)