Kind of Hexes and resources

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Re: Kind of Hexes and resources

Post  Arch3r on 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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Re: Kind of Hexes and resources

Post  CFR on 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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Re: Kind of Hexes and resources

Post  Plazek on 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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Re: Kind of Hexes and resources

Post  CFR on 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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Re: Kind of Hexes and resources

Post  Nikephoros on 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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Re: Kind of Hexes and resources

Post  CFR on 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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Re: Kind of Hexes and resources

Post  Plazek on 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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Re: Kind of Hexes and resources

Post  CFR on Thu Apr 01, 2010 1:17 pm

Thats sounds good to me.
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Re: Kind of Hexes and resources

Post  CFR on 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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Re: Kind of Hexes and resources

Post  CFR on 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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Re: Kind of Hexes and resources

Post  Arch3r on 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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Re: Kind of Hexes and resources

Post  Nikephoros on 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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Re: Kind of Hexes and resources

Post  CFR on 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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Re: Kind of Hexes and resources

Post  Nikephoros on 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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Re: Kind of Hexes and resources

Post  CFR on 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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Re: Kind of Hexes and resources

Post  Arch3r on Wed Apr 14, 2010 6:27 am

Yes please.
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Re: Kind of Hexes and resources

Post  CFR on Wed Apr 14, 2010 6:35 am

I have adjusted the default size quickly any better?
http://www.hobo-town.com/tbfc/index.html

I cant really make the default size much larger if we want to keep it viewable on laptops as the side panel is yet to come in.

I add the full screen later today.
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Re: Kind of Hexes and resources

Post  Arch3r on Wed Apr 14, 2010 12:15 pm

Ye, it surely is better.
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Re: Kind of Hexes and resources

Post  CFR on Fri Apr 16, 2010 6:20 pm

There is an update with the full-screen option though flash security limits it so you cant use keyboard controls but I have an idea so will test that also do a right click menu, to add the full-screen options and the hex line toggles though this wont be on-line till tomorrow.


Last edited by CFR on Mon Apr 19, 2010 10:10 am; edited 1 time in total
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Re: Kind of Hexes and resources

Post  CFR on Mon Apr 19, 2010 9:04 am

I forgot to say but a new version with some large changes is now online
www.hobo-town.com/tbfc/index2.html

New right click menu and a test for the new mountain tile I will do all in this style if all peoples are happy.
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Re: Kind of Hexes and resources

Post  Nikephoros on Mon Apr 19, 2010 9:22 am

Looks great, CFR, great indeed.

Just one bug: when on full screen, you can't move with the keyboard.
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Re: Kind of Hexes and resources

Post  CFR on Mon Apr 19, 2010 9:38 am

CFR wrote:There is an update with the full-screen option though flash security limits it so you cant use keyboard controls but I have an idea so will test that also do a right click menu, to add the full-screen options and the hex line toggles though this wont be on-line till tomorrow.
I posted this a post before I have worked out how to get past it though need CS4 or higher and I have CS3, though hope to buy CS5 under ed license once it comes out in mid may.
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Re: Kind of Hexes and resources

Post  Arch3r on Mon Apr 19, 2010 12:17 pm

Ye, I like the mountains. Also Full screen is great when zoomed out (you don't need keys than anyways)
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Re: Kind of Hexes and resources

Post  CFR on Mon Apr 19, 2010 12:25 pm

I need to fix the zoom out to fit to the edges and same in the normal view though wanted to make sure we had a good size first, Glad you liked the mountains I have also done new Water and Steppe tiles about to move on to desert also going to change plains to Plains and Forests so there different tiles.
I will change the edges in a bit and upload with the water and steppe tiles also included will be sometime in the next hour or so, just chatting, playing WB and will eat soon. So will do after that.
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Re: Kind of Hexes and resources

Post  CFR on Mon Apr 19, 2010 1:03 pm

Updated again with a large fullscreen if zoomed out.

And Water and Steppe tiles, hope you all like them Wink
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