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What you guys use for building maps?

desocupado

Magister
Joined
Nov 17, 2008
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What is easy to use and integrate into your stuff?

I downloaded Tiled, but the documentation is mostly non-existent and outdated, as far as I could figure.

Any suggestions for 2d hexagonal maps?
 

gaussgunner

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I used Tiled a few years ago, no problems. Who needs docs? The website says it supports hex maps now. The old Java version (stopped in 2009) might have better hex support: http://sourceforge.net/projects/tiled/files/Tiled/

If you're writing your own rendering engine, it wouldn't be too hard to write your own editor. I'm doing that now (but not hex).

Another suggestion: look at Battle for Wesnoth. It's open-source, python, hex-based, with editor.
 
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Shadorwun: Hong Kong
I agree with gauss.

Either develop your own map editor so you can save the map configuration into an array to be fed into your game engine during runtime or do like what I do in the past, just use Adobe Photoshop with custom grids.
 

Galdred

Studio Draconis
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I use Tiled for my hex based game. But I use the isometric layout, not the staggered hex one. I haven't run into much problem. It is just that I will need to have some other tool to define game logic, as it is cumbersome to do so with tiled objects.
 

DavidBVal

4 Dimension Games
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I will need to have some other tool to define game logic, as it is cumbersome to do so with tiled objects.

What is the problem with adding logic with tiled?

I use tiled for my isometric maps too. It is great. I define properties on tiles for collisions, and use a "data" layer for spawns, lights, traps, secret doors, etc.

some screenshots below.

aEcQT.jpg



2K7Mn.jpg
 

Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
What is the problem with adding logic with tiled?

I use tiled for my isometric maps too. It is great. I define properties on tiles for collisions, and use a "data" layer for spawns, lights, traps, secret doors, etc.

some screenshots below.

aEcQT.jpg



2K7Mn.jpg
That is what I do actually : I use a few layers with number tiles that are not rendered, but it gets a bit cumbersome when I want to specify that reinforcement area 3 should only be activated after doors (1 and 2) or (3 and 5) have been opened for the first time.
 

Lissagaray

Barely Literate
Joined
Nov 5, 2015
Messages
1
Photoshop yeah... a friend of mine switched from tiled maps to photoshopped, less fuss and looks great.

Another tip (you may already know) - hex maps are just a special case of rectangular maps, with the odd rows offset 50%. Forget where I saw that but this explains the math: http://www.gamedev.net/page/resourc.../coordinates-in-hexagon-based-tile-maps-r1800

This is a very good explanation of hex maps, explains all the math, the various coordinate systems and a lot more:
http://www.redblobgames.com/grids/hexagons/
 

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