Kind of Hexes and resources
+2
HULKSMASH
Nikephoros
6 posters
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Kind of Hexes and resources
Just a quick question, what are going to be the kind of hexes in the map?
The same as native (steppe\water\desert\clear\forests)?
How will the armies move?
THROUGH the exes tehmselves or through THE BORDERS (as in the settlers of Catan)?
I was thinkin that every kind of terrain should give some resources, needed to build cities and villages, and to hire and mantain armies.
The same as native (steppe\water\desert\clear\forests)?
How will the armies move?
THROUGH the exes tehmselves or through THE BORDERS (as in the settlers of Catan)?
I was thinkin that every kind of terrain should give some resources, needed to build cities and villages, and to hire and mantain armies.
Nikephoros- Posts : 66
Join date : 2010-02-09
Re: Kind of Hexes and resources
Map chart.
- Spoiler:
HULKSMASH- Posts : 24
Join date : 2010-02-09
Location : Connecticut
Re: Kind of Hexes and resources
Have you guys thought about using the Battle for Wesnoth map creator?
- Spoiler:
Tibertus- Posts : 22
Join date : 2010-02-09
Age : 36
Re: Kind of Hexes and resources
I know the game, it's quite addictive (although i never played it, i saw it ruining many lives).
Is the map editor stand alone?
Is the map editor stand alone?
Nikephoros- Posts : 66
Join date : 2010-02-09
Re: Kind of Hexes and resources
Mmm, I don't think so, but the game is pretty small.
Edit: and free.
Edit: and free.
Tibertus- Posts : 22
Join date : 2010-02-09
Age : 36
Re: Kind of Hexes and resources
What is the freedom and possibilities with the map editor?
Arch3r- Admin
- Posts : 150
Join date : 2010-02-09
Age : 31
Location : Netherlands
Re: Kind of Hexes and resources
There's like 10 different kinds of buildings with variations of each kind, 6 different kinds of keeps and walls, pallisade walls, grassland, snowy, savanah, desert, ice, swamp, dirt road, and cobbled road textures, grass hills, desert hills, sand dunes, desert mountains, high desert mountains, grassy mountains, high grassy mountains, something like 15 different types of forests on flatland, and on hills, lava, cavern terrains, farmland terrain, bridges, shallow and deep water, and river fords. I'm pretty sure it can cover whatever you'd want to use it for.
Tibertus- Posts : 22
Join date : 2010-02-09
Age : 36
Re: Kind of Hexes and resources
I was also thinking about the use flash and actionscript (2.0 or 3.0) the tiles would then get called in by an array to create the map, this can then also then keep track of who owns where, would enable options of hide show names, territories, resources ect... and best of all I would be some on the main site and updating would be done via an admin panel on the site created with the us of php, css and html.
All data would be stored via, xml or in a mysql database.
Im not sure on what happening main site wise though, is HULKSMASH doing that?
The beauty of doing this is I can all be shown on the main site and it could be designed to allow more tiles to be added and new fractions ect...
Each clan leader would have a use name and password to have access to there command page and attacking another player could send an email to the leaders and the refs.
This can be expanded to any length we like.
All data would be stored via, xml or in a mysql database.
Im not sure on what happening main site wise though, is HULKSMASH doing that?
The beauty of doing this is I can all be shown on the main site and it could be designed to allow more tiles to be added and new fractions ect...
Each clan leader would have a use name and password to have access to there command page and attacking another player could send an email to the leaders and the refs.
This can be expanded to any length we like.
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
If you have any idea of how to program and menage this, i think it could come out quite nicely.
Nikephoros- Posts : 66
Join date : 2010-02-09
Re: Kind of Hexes and resources
I know multiple programming languages and worked as a flash designer as well as web design/development. So in short this would be possible to do and I could do it myself if people want this, I will need a full break down of features and what the admins require ect. Also do we have a website and database capabilities, Im working today but I will start putting a demo together over the next few days as got thursday and friday free this week.
And above all would like Arch3r's and HULKSMASH's opinions as they are running the project.
And above all would like Arch3r's and HULKSMASH's opinions as they are running the project.
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
Sending you an email...
Arch3r- Admin
- Posts : 150
Join date : 2010-02-09
Age : 31
Location : Netherlands
Re: Kind of Hexes and resources
Received and replied.
Lets get this moving from my initial ideas and features, I would like players to post any features or ideas so I can try to incorp into my initial plans and layout drawings, before work begins.
Lets get this moving from my initial ideas and features, I would like players to post any features or ideas so I can try to incorp into my initial plans and layout drawings, before work begins.
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
Thanks! I have not received the reply yet though...
Arch3r- Admin
- Posts : 150
Join date : 2010-02-09
Age : 31
Location : Netherlands
Re: Kind of Hexes and resources
I am unable to send outgoing messages from here, which I released after posting I will send the email to you though private forum messages now.
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
Ok, got that one, thanks.
Arch3r- Admin
- Posts : 150
Join date : 2010-02-09
Age : 31
Location : Netherlands
Development has begun
Thanks to Arch3r for being fast to reply to be and within the last hour I have managed to program the startings for the map.
I have now received Temuzu's initial map without details and so will begin the array construction. I have used the colours and layouts given from HULKSMASH's posts, which was created by Arch3r.
The current version shows the 6 basic tiles.
Next feature.
Hex lines, toggle option.
Preview here
http://www.hobo-town.com/tbfc/
I have now received Temuzu's initial map without details and so will begin the array construction. I have used the colours and layouts given from HULKSMASH's posts, which was created by Arch3r.
The current version shows the 6 basic tiles.
Next feature.
Hex lines, toggle option.
Preview here
http://www.hobo-town.com/tbfc/
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
50 mins later of programming we have moved on further
Array for the map created, creation of the map can be done tiles can be changed dynamically so new tiles will be added at a later date. Also add background programming for leaders which states mountains and water are not excess-able for movement.
To come:
The grids lines
Item overlays, ie trees ect.
All feedback is welcome along with ideas.
Link: http://www.hobo-town.com/tbfc/
Array for the map created, creation of the map can be done tiles can be changed dynamically so new tiles will be added at a later date. Also add background programming for leaders which states mountains and water are not excess-able for movement.
To come:
The grids lines
Item overlays, ie trees ect.
All feedback is welcome along with ideas.
Link: http://www.hobo-town.com/tbfc/
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
Well, looks still nothing more than a bunch of coloured hexes, but we know it's much more than that. So keep up the good work
Nikephoros- Posts : 66
Join date : 2010-02-09
Re: Kind of Hexes and resources
15 mins more work
Another update, the grid cut lines are now added these are set to appear only to the area of the map and can be toggled on and off to personal preference. All graphics are basic atm and will be improved once the programming has completed.
Next task:
Breakfast/lunch
Adding of the full map to its current state and work on scrolling across the map and the ability to zoom in and out so you can see more or less of the mapAll feedback is welcome along with ideas.
Link: http://www.hobo-town.com/tbfc/
Another update, the grid cut lines are now added these are set to appear only to the area of the map and can be toggled on and off to personal preference. All graphics are basic atm and will be improved once the programming has completed.
Next task:
Breakfast/lunch
Adding of the full map to its current state and work on scrolling across the map and the ability to zoom in and out so you can see more or less of the mapAll feedback is welcome along with ideas.
Link: http://www.hobo-town.com/tbfc/
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
I have started putting the map together got 720 of the 2232 numbers that make up the underlay of the map inputted will be off in 10 to see friends and work on Fantasian Models. I have uploaded the current version to check out (ie where Im up to).
Current Features
Press Z to see the overview of the map.
Toggle Outlines Button
Link: http://www.hobo-town.com/tbfc/
Current Features
Press Z to see the overview of the map.
Toggle Outlines Button
Link: http://www.hobo-town.com/tbfc/
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
After some major changes, I have finally fixed the map I will upload a new version once I have fixed the tiles on it as the display layout has been changed so the maps layout is a little wrong but other than that I seem to have a fully working map again.
Rendering method changes | 0 = invisible tile | 1+ = line number on array
Method 1 =
[1,0,1,0,1,0,1,0]
[0,2,0,2,0,2,0,2]
Method 2 =
[1,1,1,1]
[2,2,2,2]
Method 3 =
[1,1,1,1,1,1,1,1,]
Method 2 would have been the nicest method but also the less reliable method and often bugged up, so method 3 is a new being used, the only issue will be how easily will it be to program the database to connect to this system in term of movement. Well we will find out!
Rendering method changes | 0 = invisible tile | 1+ = line number on array
Method 1 =
[1,0,1,0,1,0,1,0]
[0,2,0,2,0,2,0,2]
Method 2 =
[1,1,1,1]
[2,2,2,2]
Method 3 =
[1,1,1,1,1,1,1,1,]
Method 2 would have been the nicest method but also the less reliable method and often bugged up, so method 3 is a new being used, the only issue will be how easily will it be to program the database to connect to this system in term of movement. Well we will find out!
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
Ok, so you still need the
[1,1,1,1,1,1,1,1,]
[1,1,1,1,1,1,1,1,]
[1,1,1,1,1,1,1,1,]
lines being done right?
Can you say which number is which terrain?
[1,1,1,1,1,1,1,1,]
[1,1,1,1,1,1,1,1,]
[1,1,1,1,1,1,1,1,]
lines being done right?
Can you say which number is which terrain?
Arch3r- Admin
- Posts : 150
Join date : 2010-02-09
Age : 31
Location : Netherlands
Re: Kind of Hexes and resources
Yep I will still need the array, the numbers are the same as before ie, plains = 1 ect
but the big change is a hex map displace like this
o o o o o o o
o o o o o o o
o o o o o o o
the array used to be as soon above
but now it called the array like
o o o o o o o
o o o o o o
x x x x x x x
hmm a picture is need to explain this better I think and here you go
I have also placed the map link for anyone interested in the challenge of sorting the array out for me.
but the big change is a hex map displace like this
o o o o o o o
o o o o o o o
o o o o o o o
the array used to be as soon above
but now it called the array like
o o o o o o o
o o o o o o
x x x x x x x
hmm a picture is need to explain this better I think and here you go
- Spoiler:
I have also placed the map link for anyone interested in the challenge of sorting the array out for me.
- Spoiler:
CFR- Posts : 91
Join date : 2010-03-16
Re: Kind of Hexes and resources
Guess what!
Another hex change I have gone back to an older system with a few changes as it displays better and most importantly will make movement a million times easier.
I will do the hex to array conversion myself as none have come forward to help.
Another hex change I have gone back to an older system with a few changes as it displays better and most importantly will make movement a million times easier.
I will do the hex to array conversion myself as none have come forward to help.
CFR- Posts : 91
Join date : 2010-03-16
Hex Map - Update 25/3
The newest version of the map is complete, it now adds all the tiles in from an array, needs touching up of cause but the code is all in place, next to add map scrolling.
Check it out below
http://www.hobo-town.com/tbfc/index.html
All feedback is helpful and nice.
Oh and some generated states.
Total Plain tiles = 308 percentage = 29
Total Steepe tiles = 76 percentage = 7
Total Desert tiles = 132 percentage = 12
Total Snow tiles = 111 percentage = 10
Total Water tiles = 243 percentage = 23
Total Mountian tiles = 210 percentage = 19
Total number of tiles = 1080
Just incase people think the map needs changing in anyway.
Check it out below
http://www.hobo-town.com/tbfc/index.html
All feedback is helpful and nice.
Oh and some generated states.
Total Plain tiles = 308 percentage = 29
Total Steepe tiles = 76 percentage = 7
Total Desert tiles = 132 percentage = 12
Total Snow tiles = 111 percentage = 10
Total Water tiles = 243 percentage = 23
Total Mountian tiles = 210 percentage = 19
Total number of tiles = 1080
Just incase people think the map needs changing in anyway.
CFR- Posts : 91
Join date : 2010-03-16
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