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Tile types

 
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jabbercat
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Joined: 04 Sep 2003
Posts: 823
Location: Oxford

PostPosted: Tue Feb 10, 2004 12:41 am    Post subject: Tile types Reply with quote

If one is to make a stratagy game , like starcraft , what is better to use : square tiles , triangel tiles or anyother sort of tile ?

So you know , this is a C question
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Tue Feb 10, 2004 1:39 am    Post subject: Reply with quote

square tiles.
let it be half a tile, a pixel square. it'll turn out more neatly than trianglar tiles.
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Ssalamanderr
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Joined: 14 Feb 2003
Posts: 208
Location: Out somewhere, Chillaxing.

PostPosted: Tue Feb 10, 2004 7:41 pm    Post subject: Reply with quote

Well, alot of strategy games use hexagons. That way distance isn't messed up by going diagonally.
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Shineyest
What I say is what I am




Joined: 10 Mar 2004
Posts: 21
Location: Here

PostPosted: Wed Mar 10, 2004 12:34 pm    Post subject: Reply with quote

how can you use hexagons the ohr map is done in squares

[Edit by Aeth: Smiley spam warning.]
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Wed Mar 10, 2004 1:08 pm    Post subject: Reply with quote

MUST...CONTROL....


AAAAAAHHH!!!!

RAGE EXPLOSION!

First, you didn't read the post. I'll quote because you are probably too lazy to scroll up.

Quote:
So you know , this is a C question


NOT OHR. THUS MAKNIG YOUR POST...SPAM!

For the record, Hexagons work much better from what I've seen. As Ssalamander said, it doesn't screw up diagonals.
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Wed Mar 10, 2004 2:08 pm    Post subject: Reply with quote

Diamonds (you know, squares rotated a little) don't screw up diagonal moves either. They're also much more simple.

Example: Start at 1 and go to 3. Whether you move diagonally or vertically/horizontally, it will take you the same amount of moves to get from 1 place to the next. (See Sid Meier's Civilization II for a real example)

/ \ / \
/ \ / \
\ 1 / \ /
\ / \ /
/ \ 2 / \
/ \ / \
\ 2 / \ 3 /
\ / \ /
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MultiColoredWizard
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Joined: 01 Feb 2003
Posts: 1232

PostPosted: Thu Mar 11, 2004 1:58 pm    Post subject: Reply with quote

Shadow, considering the way he types, he probably doesn't even know what C is.

Oh, and Drizzle, that's called an isometric view. Isometric is cool. I like the way it's done in Rockman EXE
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Mar 11, 2004 10:26 pm    Post subject: Reply with quote

Considering jabbercats original post I conclude that C reference has little to do with the topic anyway, so you can't assume that he means the C programming language.

And Shineyest: we are not just talking about drawing tiles here. We are also talking about movement and gameplay to some length.
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jabbercat
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Joined: 04 Sep 2003
Posts: 823
Location: Oxford

PostPosted: Fri Mar 12, 2004 8:30 am    Post subject: Reply with quote

Indeed to sir Cati. This is a project of mine done in C with some Php(eventually) and some Visual BASIC. Also, this is my offical away post. Due to a virus I am now Library bound so boo.
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Shaede
Tuck in your shirt.




Joined: 08 Jan 2004
Posts: 107

PostPosted: Fri Mar 12, 2004 8:56 am    Post subject: Reply with quote

You have to consider something about the tiles. Graphics.

Making graphics on a square grid is actually pretty easy. Doing them on a diaganol (diamond shaped) grid is much more difficult, since you're dealing with angles and a little perspective (fake perspective, really).

Also, the more sides you put on the polygonal grid, the more directions you have to face units, and the more time you'll be doing art, and the more animation you'll deal with.

square, 3 directions, at least 3 frames each direction would put that at 9 seperate images per unit for walking.

diamond or hex, 5 directions, at least 3 frames per direction would put you at 15 seperate images per unit for walking.

It adds up. If you're a small team, I'd recommend a regular square grid.
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