Pixelation
General => General Discussion => Topic started by: candiru on March 27, 2007, 03:42:39 pm
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Hello, new member here. I'm interested in learning more about hexagonal tiles, will any of you kind people share youir knowledge with me or point me to a resource where these are discussed?
p.s. Any links to to good hex games screenshots would be helpful too.
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If you're actually interested in developing a game with hexagonal tiles http://www.gamedev.net/reference/articles/article1800.asp would probably be a good place to start.
As far as actually drawing the tiles http://sc.tri-bit.com/Hex_Grids has the only good information I could find.
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they are nto hard at all to draw, in fact far easier to eliminate the grid. i <3 hex tiles and was thinking about a game based on them recently (actually 2, one an rpg/"pokemontype" game and the other an army strategy game)
just make sure that you get everything sorted out far in advance
also i would suggest using the "perfect" lines (1/2 slope), since an actual 30 degree angle will end up broken and ugly unless you work quite large
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This is more about coding thant designing the tiles but still :
http://www-cs-students.stanford.edu/~amitp/gameprog.html#hex
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anyone know of a good example to show? all I can think of is 'qbert' I think...
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Isn't Q*bert isometric? I think The Settlers (http://en.wikipedia.org/wiki/The_Settlers) is made up of hexagon tiles.
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(http://www.acorn-gaming.org.uk/Emulation/qbert.gif)
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Q*Bert IS isometric. Just going down a lot, so it's lots of isocubes and looks hexagonal.
And Settlers has strange shifted squares as tiles i think like this kinda \ \
History Line has hextiles, as has Battle Isle.
http://www.mobygames.com/game/historyline-1914-1918/screenshots
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Look up the game Cyberstorm for the pc, old RTS classic from Sierra.
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Battle for Wesnoth has hex tiles: http://en.wikipedia.org/wiki/Battle_for_Wesnoth
Not sure most of the tiles are the best examples of pixel art, but it might give you some ideas.
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This topic piqued me to remember the name of a fun game ip layed once.
nice site ptoing.
http://www.mobygames.com/game/snes/super-conflict/screenshots/gameShotId,107636/
i think i played super conflict 2, but this one i linked uses hex tiles.
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(http://img71.imageshack.us/img71/1457/megabattleminimapgq7.png)
thats a very simple very old project i did which tried to show the grid rather than hideit, but you are probably better off hiding it if you can.
bascially, all you need to do is name coords that work for hexes and then place the tile on those, giving priority to the ones on the lower part of the screen.
hexes will feel very natural in a large-scale game which is why i would recommend them, though you may find if you are doing a game on a personal level (rpg) that the shapes may become awkward (my thought there though being that you can always make a hexagonal grid into on that appears square by manipulating your tiles well)
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Thanks a lot for the info, but I decided against hexes in my project since I'd have to change the pathfinding and field of view algorithms. Nice mockup there Adarias, reminds me of advance wars.
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Oh well.
If you or anyone else reading this thread decide to, i would strongly suggest using this shape:
(http://xs514.xs.to/xs514/07146/Hex.gif)
or the one i previously mentioned because of the abundance of 'perfect' lines that will come in handy when making shapes to fit them nicely
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I present to you therefore, the ultimate tactical grid tile piece!
(http://www.locustleaves.com/ultimate.gif)
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What would be the smallest size you can get that one Adarias? And how well does it tile? I'm interested :)
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I present to you therefore, the ultimate tactical grid tile piece!
(http://www.locustleaves.com/ultimate.gif)
if that came in F8A0B0 i would make love to it. The only problem is that you have to check your philosophy meter against your armor integrity by rolling 3 D27 and one scatter die in order to move across it.
you did get though that the white shape was the tile, and the other lines just guides for things that might align themselves within it visually?
GIl, i wouldnt think of going any smaller than 24x12; since you wont even be able to see it after that.
It wroks well at that size or larger though
Im toying with the idea of making a turn-based strategy/citybuilder/god sim based on these shapes, becasue they fit so nice-nice. Fil tho would kill me should i spend too much time away from partisan >.<
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yeah, I understood the guide, just a little joke :)
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What would be the smallest size you can get that one Adarias? And how well does it tile? I'm interested :)
At a certain point it just starts looking like a circle (in perspective.)
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What would be the smallest size you can get that one Adarias? And how well does it tile? I'm interested :)
At a certain point it just starts looking like a circle (in perspective.)
that is the goal, mind, to create something seemingly round out of something with sides. being indistinguishible though is not a good thing.
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Q*Bert IS isometric. Just going down a lot, so it's lots of isocubes and looks hexagonal.
And Settlers has strange shifted squares as tiles i think like this kinda \ \
History Line has hextiles, as has Battle Isle.
http://www.mobygames.com/game/historyline-1914-1918/screenshots
I read somewhere's that even though it's made of isometric cubes, the game was coded with hexagonal tiles. I could be wrong though.