[freeciv-data] Hexagonal tileset.
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Andreas R wrote:
> Please let me know what you think about this hexagonal-tileset
> implementation. (I've only tested it on the windows client.)
I just installed it on Linux along with the 1.14-beta3, and all the XPM
files display as silhouettes. I was able to fix it by using -
% convert whatever.png whatever.xpm
to build a new XPM for each tileset.
>> Raimar Falke <rf13@xxxxxxxxxxxxxxxxx> wrote:
>> It looks very nice. But the control is naturally not intuitive. I
>> have
>> never thought someone will have such a crazy idea ;)
>
> I've found that using goto with the mouse works ok.
> I agree that using the arrows (right/left in particular) is akward.
> Is there a good way to improve this?
Strictly speaking the horizontal move should be illegal. Maybe you can
get the developers to support a hex mode where the horizontal move is
disabled?
With the horizontal mode disabled you get keypad 7-8-9 for NW-N-NE and
keypad 1-2-3 for SW-S-SE. In an experimental game engine I have been
working on very intermittently I have found that it works better to tip
the hexes the other way (points up and down rather than left and right)
so that you use KP 1-4-7 for SW-W-NW and 3-6-9 for SE-E-NE. The reason
for this is that your middle finger is so much longer than the other
two that it's easier to use the two "colums" (1-4-7 and 3-6-9) than the
two "rows" (1-2-3 and 7-8-9) on the keypad.
If you swap the hex orientation and disable the "cheat" moves, using
the keypad becomes very intuitive after a short while. My engine lets
you move a token around on the map, and you quickly get where you can
do it without thinking.
Also, it would be nice to have the grid mode show hexes instead of
diamonds; then the illusion would be complete.
Bobby Bryant
Austin, Texas
p.s. - It looks great -- great work!
- [freeciv-data] Hexagonal tileset.,
Bobby D. Bryant <=
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