Information

Author:
    Melancor
Rating:
    8.8 (4 votes)
Type:
    Example
Language:
    GM 6
Reviews:
    None
Submited:
    October 24, 2008
Dev - DB/form (refering to updated - check code)
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    DOWNLOAD (204)
Dev - make AJAX
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Distance in Hexes
Due to some improvements I made, and the great response on my "Distance in Hexes", I have updated this post.
Tis program does a few more things, the result is cleaner, but with only a few comments (in German)


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It's hard to do a hexagonal grid pattern at all, much less figure distances. Congratulations on doing it, but I think I'll stick to square grids because distance is easy, and each cell can be addressed with a simple X, Y coordinate.
Posted by Shork October 24, 2008 14:22 - 4.7 years ago
| [#01]

Whoa, that code is so compact.

I'm impressed.
Posted by Kenon October 24, 2008 18:41 - 4.7 years ago
| [#02]

Not very useful, but that is nice code.
Posted by Ross October 25, 2008 19:36 - 4.7 years ago
| [#03]

Ross, if you'd ever played a game called Wesnoth, then you would think it is useful. :)
Posted by eagly October 26, 2008 13:24 - 4.6 years ago
| [#04]

Ah, it is very useful. For example a grid of hexagonal nodes that display a user abilities. or perhaps a map? very useful, it's a shame that each hexagon is an object though, but never the less, very good!
Posted by Chaz October 26, 2008 14:43 - 4.6 years ago
| [#05]

Yeah, that's a lot of objects. They should be replaced with tiles, also my hexes are twice the size needed for drawing purposes.
The important part is how the fields arranged. This web page served me as a source:
http://www-cs-students.stanford.edu/~amitp/Articles/HexLOS.html
Posted by Melancor October 26, 2008 16:52 - 4.6 years ago
| [#06]

This has almost inspired me to make a hexagonal RTS.

Almost.

8/10 (Should have been done with an array/grid)
Posted by Juju October 27, 2008 4:34 - 4.6 years ago
| [#07]

Pretty cool.
I Don't see very much use it this.
Although it says what it does, and it had a good script
8/10
Posted by xskullsgames October 29, 2008 23:00 - 4.6 years ago
| [#08]

Posted by eagly October 30, 2008 9:55 - 4.6 years ago
| [#09]

lol. crappy game. thats good.
I seriously, wouldn't use this for a professional game tho.
Only chess or checkers i guess.
Posted by xskullsgames October 30, 2008 21:43 - 4.6 years ago
| [#10]

I'm not trying to promote this, but Hex Grids are about 25% more precise when it comes to measuring distances (according to Wiki). That's one reason why they are sometimes used for strategy games.

@ Salvation: Chess is not "professional" enough for you? Hehe. What is then, The SIMs? People really have different ideas of a "good" game
Posted by Melancor October 31, 2008 7:03 - 4.6 years ago
| [#11]

What about having no grid at all? The limiting factor isn't the shape of the grid, but the size of the grid, smaller tiles will always give better resolution, and the smallest grid you can get is the resolution of the screen.
Posted by Shork October 31, 2008 18:17 - 4.6 years ago
| [#12]

Absolutely. Even for turn-based games. Game Maker can give us point or path distances with much better precision if we use built-in functions. I never thought of applying this hex stuff to any of my game ideas, not even concerning terrain development.

I made this because I was asked to do a PC simulation of a Battle Board for "Traveller" (pen'n'Paper RPG). It's used for Spaceship Combat.
Posted by Melancor November 01, 2008 9:31 - 4.6 years ago
| [#13]

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