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Fifth

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1st March, 2012 at 01/03/2012 16:54:47 -

Right, I'll see what I can do. Hexagons should be an interesting problem to tackle.

 
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Fifth

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1st March, 2012 at 01/03/2012 19:29:27 -

Alright, got it. Dealing with hexagons is trickier business than I had thought. I wish you good luck in making a complete game around them.

http://www.l-ames.com/logan/arraytest3.mfa

 
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SolarB



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2nd March, 2012 at 02/03/2012 03:46:03 -

Thanks so much fifth, this is utterly awesome. That kind of math is much to complex for me to get my head around

Cheers!

 
My Open Source Examples: http://bit.ly/YyUFUh

Fifth

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4th March, 2012 at 04/03/2012 22:21:10 -

Yarr, no problem!

...Though really, when I was trying to figure it out, I realized you could probably get by with a much simpler interpretation of the hex grid.

You see, the first part of making the hex grid work was simply taking a normal grid, squashing it, and offsetting every other row.

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And frankly, that last grid would be good enough for most uses. Especially if you're controlling your movement by setting hex-based paths beforehand.

It was the last part of turning it into a hex grid that was tricky, which was just the extra little zig-zag at the bottom/top of each tile space.

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And you'd never really need to detect the object moving over those little zig-zags, really.


...Anyway, the example does include the zig-zags to make proper hex tiles, it just seems it's not ever really worth the extra math.

I dunno, just something to think about.

 
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Sketchy

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4th March, 2012 at 04/03/2012 22:53:15 -

Ah, the classic square-hexagons

Image
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I'd be tempted to use some transition tiles to make nice soft edges, but I can't be bothered.

 
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Fifth

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4th March, 2012 at 04/03/2012 23:53:33 -

Heh, I didn't realize that was ever a thing.

But you could still make the tiles look like hexagons while using the simpler positioning math of the hexagon-squares.

 
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nivram



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5th March, 2012 at 05/03/2012 00:19:06 -


Originally Posted by Sketchy
Ah, the classic square-hexagons

Image
Image

I'd be tempted to use some transition tiles to make nice soft edges, but I can't be bothered.



Hi Sketchy. Why can you not be bothered?

Thanks,

Marv

 
458 MMF2 & CTF 2.5 examples and games

http://www.castles-of-britain.com/mmf2examples.htm

SolarB



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8th March, 2012 at 08/03/2012 06:15:07 -

@Fifth:

Thanks again, and that's some good theory. But which part exactly is the extra zig-zag math in your example? Not a huge matter, but would still like to know.

Cheers

 
My Open Source Examples: http://bit.ly/YyUFUh
   

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