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jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
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Posted: Tue Feb 10, 2004 12:41 am Post subject: Tile types |
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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)
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Posted: Tue Feb 10, 2004 1:39 am Post subject: |
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square tiles.
let it be half a tile, a pixel square. it'll turn out more neatly than trianglar tiles. _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
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Ssalamanderr Simply too strong. Simply too beautiful!

Joined: 14 Feb 2003 Posts: 208 Location: Out somewhere, Chillaxing.
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Posted: Tue Feb 10, 2004 7:41 pm Post subject: |
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Well, alot of strategy games use hexagons. That way distance isn't messed up by going diagonally. _________________ Ssalamanderr's Journal!: http://www.livejournal.com/users/ssalamanderr/
Ukelele no good! |
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Shineyest What I say is what I am

Joined: 10 Mar 2004 Posts: 21 Location: Here
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Posted: Wed Mar 10, 2004 12:34 pm Post subject: |
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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
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Posted: Wed Mar 10, 2004 1:08 pm Post subject: |
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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. _________________ But enough talk, have at you! |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Wed Mar 10, 2004 2:08 pm Post subject: |
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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 /
\ / \ / _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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MultiColoredWizard Come back, baby! The Breastmaster

Joined: 01 Feb 2003 Posts: 1232
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Posted: Thu Mar 11, 2004 1:58 pm Post subject: |
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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
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Posted: Thu Mar 11, 2004 10:26 pm Post subject: |
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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. _________________ "It is so great it is insanely great." |
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jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
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Posted: Fri Mar 12, 2004 8:30 am Post subject: |
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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
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Posted: Fri Mar 12, 2004 8:56 am Post subject: |
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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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