I just tried again and it worked fine, although it did took a little more time for the map to load this time; it may be because I had a higher load on my system. I also find that any activity in other tabs will only delay the map generation even more, so it’s advisable to just let it load completely; otherwise you get a unresponsive tab. Might that be what’s going on? People find the tab unresponsive and close the application before the map loads?
Updated the webplayer; now the texture maps are created on my end, and saved.
This cuts the map creation time from 2-5 minutes to about 20 seconds, at the cost of increasing the size of the webplayer file from 14MB to 24MB.
A very fair trade-off, IMO.
This should also eliminate the Chrome problem.
Can I get a test, my Chr-Homies?
(Link at the top of post)
Update: New web player posted at original URL
New screenshot at top of post.
Minimap with old-school iconography, zoomable, clickable
Twenty terrain types (extendable)
Rivers on hex sides, roads through centers
Map labels with variable sizes and ranges of visibility at different zoom levels
Works with Pro and Free versions
I will be posting a 2.1 update very soon, that shows how this code can also be used to do almost everything that 1.0 can do, better!
Hi this lookes really interesting but Im wandering if this is only a large scale framework, from the pictures I saw its only a world sized scale, can it be a small area size scale of hexagon tiles? (for instence have you ever played a board game called “Heroscape”? if so I want to know if it could make fields like that?).
Im starting to construct a game, and im looking for an engine or somthing to help me create a hexagon tile-based battle system (to clerify) I want a tile-based battle engine like “final fantisy tactecs advanced” but with hexagon tiles insted of square tiles, could any one help me out? (and or could this hextech do it for me?)
I see 2.0 is out. I’ll get back with an opinion once I’ve got it running I just got through rewriting HexTech 1.0 for C# and enhancing it, so I’m wondering what HexTech 2 looks like and I’'ll have to decide whether I need to update V2 to C# and start over, or what.
If anyone is is trying it out, the first time, it looks like it takes a LONG time to start the first time in the editor, don’t assume it’s broken and needs to be restarted. I don’t know how long yet, but it’s quite a while. Many minutes at 100% on one core.
I would have love to get an update on this asset, so I am quite sad to read it was a false alarm. In any case I think you should state in the description that you don’t plan on giving support or updates for this. Regardless of the price, many people look for these things when purchasing an asset, at least I know I do. This IMO it’s better that this is clearly stated, so people know exactly what they are getting.
This frameworks looks really interesting for turn based strategy games.
Can it be used to create hexagon / tiles on a custom external map (for example created with Terrain Composer, or even with Unity terrain) or will it only work on maps created by the framework?
This project has been languishing in neglect for a long time, but I am about to give it the long-promised upgrade before the end of the year.
To answer your question directly, the data currently comes from an image file that is read in, but it has to be in a very specific format.
However, this is just an input device; this data could be read in any number of ways, from a CSV file, to a more sophisticated depth-map type system…
So, the answer is a totally un-helpful yes and no…
It really just needs to read in heights and terrain types for each hex on the map, how that data gets in can take any number of forms.
But when you boil it down, its just two arrays.
Been looking at both HexTech and HexGlobe, not really sure what the differences are between them, except that one is $35, and the other is $50. Also, had to go to your webpage to find an example in a web player. Had several questions, but at the moment I’ll settle for asking only one.
Deleted the original question, because the version on the demo was for the demo, not the HexTech version!
Can you supply the documentation on your website to review? I am very intrigued by your product, and would like to investigate further on the customization available with the tiles.
Hello! We are very intrigued with your hex engine and plan on buying and testing it. We want to know what is its current state. Is it production ready? Can we use it in a serious game? Do you answer emails for support?
Thank you!