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Kind of Hexes and resources

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HULKSMASH
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Kind of Hexes and resources - Page 2 Empty Development has begun

Post  CFR Wed Mar 17, 2010 4:57 pm

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/
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Post  CFR Thu Mar 18, 2010 3:58 am

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/
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Post  Nikephoros Thu Mar 18, 2010 4:26 am

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 Very Happy
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Post  CFR Thu Mar 18, 2010 4:58 am

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/
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Post  CFR Thu Mar 18, 2010 10:29 am

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/
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Post  CFR Tue Mar 23, 2010 6:47 pm

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!
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Post  Arch3r Wed Mar 24, 2010 2:33 am

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?
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Post  CFR Wed Mar 24, 2010 5:38 am

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
Spoiler:

I have also placed the map link for anyone interested in the challenge of sorting the array out for me.

Spoiler:
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Post  CFR Thu Mar 25, 2010 9:23 am

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.
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Kind of Hexes and resources - Page 2 Empty Hex Map - Update 25/3

Post  CFR Thu Mar 25, 2010 1:30 pm

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. Smile
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Post  Arch3r Thu Mar 25, 2010 1:58 pm

Wow nice. Now just scrolling and we got ourself a basic map to get started Smile.
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Post  CFR Tue Mar 30, 2010 6:07 pm

I have been away and am still away will be back on Friday though working though till Tuesday and go away again on Wednesday till Sunday so no idea how I will be doing for time up till then its looking rather crazy at the moment. BUT I am still moving forward just slowly I have started work on the scrolling system but need to get it to connect to the database first to get auto focusing and features to show. It was here I hit a issue for myself and need you to decide on how you want me to work this out.

Of cause we want the map to be viewable but to what extent whatever the average joe can see all clans will be able to see. So all towns and villages will be viewable by default. All Armies will be hidden by default for obvious reason. Any other items being shown or hidden?
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Post  Plazek Wed Mar 31, 2010 6:02 pm

I think before we spoke about wanting a fog of war.

It would be nice if updates to the map were hidden until you explored them/bought map info from another faction.

I do not think it is good to distinguish between certain things being always visible and certain things not. Whether or not you see something hsould not be a matter of what it is but whether you can see it/where it was on the map you bought.

If this is possible, I know nothing about programming.

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Post  CFR Wed Mar 31, 2010 6:18 pm

Programming wise most things are possible its how long it will take me to work it out Wink

All I need to know is what people can and cant see.

If we want a fog of war in that way it would be possible I will have it so the array data is stored per clan and one overall so the overall stores all the data.

With movement, Armies will show all within 2 hexes of them.
The terrain will be classed as fog unless discovered or map data is bought.
Cities will be shown only if known about.
Allies will auto-share map data.

Public will have no view otherwise it will make it possible to cheat.
Hexes will not update if previously discovered (ie if the hex changes) unless within 2 hexes of a town or army.

Map will only be viewable via the leader of the clan registered though each clan will have a guest account as well which the leader can give the password to members of choosing so they can monitor the map though not make orders.

If this is cool with people I will get to work though will take some time to program something on this scale.

Resources will work the same.
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Post  Nikephoros Thu Apr 01, 2010 2:17 am

1: GREAT JOB!

2: maybe knowing the general overlay of the map and the position of cities and castles (without the garrisons), just as in M&B, could be better, in my opinion.
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Post  CFR Thu Apr 01, 2010 4:53 am

That is a possible I wont begin coding this till next week so debate away and then I can make a prompt start.
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Post  Plazek Thu Apr 01, 2010 11:05 am

I agree ther eis nothing wrong wit being able to see the starting cities and layout of the land.

I say starting cities in the hope we can build new locations on the map, obviously if someone builds a small fort in the woods up a mountain no one should know about it until they see it.

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Post  CFR Thu Apr 01, 2010 1:17 pm

Thats sounds good to me.
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Post  CFR Tue Apr 06, 2010 7:32 pm

Away from the resources briefly for an update

Great news I have made some dramatic advancements on the map tonight after a week and a half of being so busy unfortunately Im away for 5 days from today, will be leaving home in about 5 hours, rather tired though have a long journey and Im not driving so will sleep then so will continue to push tonight want to leave you guys with something truly awesome.

So far tonight.
Village marker now added, this appears where villages are on the map.
Map scrolling is almost complete.

Still a lot of complex coding to complete due to a fog of war idea....
So horrible maths as well.

But aim to have a scroll version up in the morning
with example villages on it, as well as the background code for buildings.

Not sure how I can show you the features yet as you will need to log in to see the map.... The section I have not done.....
Hmm.... Brainwave!
I will see where it gets I will post again in the morning before I leave unless I crash during the next 4 hours.
Well lots of chocolate and coke, it better keep me going!
Oh and the odd game of warband I think is required.
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Post  CFR Tue Apr 06, 2010 10:42 pm

Update, I have 1 hour left until I need to start getting ready and go, but the map is moving forward.

http://www.hobo-town.com/tbfc/index.html
This is the current version

Added scrolling via the array keys.
Z will zoom in and out.
The grid starts on though that was a test you can zoom out and turn this off.
A camp icon will appear if you toggle the grid on and off again then stay, this is not a bug this is me testing stuff out.
I have also fixed the tile gapping so the map looks a lot nicer now.

I have been planning the tables for the database out and working on the upgrading machanics, I have finished all I can till linking with the database is done which will begin next week, where the first real test will begin.

I am also looking for someone to do icons for me in flash or photoshop ect ect
message me and I will explain more about this.

Also all graphic based ideas are loved Razz
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Post  Arch3r Wed Apr 07, 2010 1:21 am

Looking good! Altough when zoomed in I think you don't see enough of the map, as the frame is really small. Could a way be implemented to make the array go full screen?

Also I have Photoshop experience, so unless noone else volunteers I can do it.
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Post  Nikephoros Wed Apr 07, 2010 2:27 am

As Arch3r said, it's great, but maybe the frame is a little small.

Anyway, what kind of icons do you need?
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Post  CFR Mon Apr 12, 2010 4:23 am

I keep the frame small due to side features ie the information box and controls panel though I can add an option to full screen the map incase anyone wants to see everything.

as for the tiles they need to be the following;
width 70
height 80.9
No boarder
72 DP
.png

I can give a default tile if you prefer.
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Post  Nikephoros Tue Apr 13, 2010 6:10 am

Is it possible to zoom out a little more, on the "normal" view?

As it is, it comprises too little space to be a good strategic view.
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Post  CFR Wed Apr 14, 2010 5:53 am

Thats easy enough I will sort that for you. Though I will also add the full screen functionality as well as the zoom in and out.
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