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Posted: Thu Sep 11, 2014 8:39 am Post subject: [QoL?]: Renumber tiles
I finally figured out why I keep getting lost while I'm looking for coordinates. You'd think I would have figured it out long ago, but no.
The tiles are numbered such that 0,0 is in the upper left corner.
I come (long, LONG ago) from a math background. I've always thought of the map as a graph, with each space's coordinates being represented by their (x,y) coordinates, so I think of 0,0 as being in the bottom left corner.
At the risk of throwing off people used to the current system, I think the bottom is more intuitive when watching numbers go by, and suggest renumbering the map spaces appropriately.
Yeah this has always annoyed me, sometimes when I'm a single tile away from my target co-ords it can still take me 6 AP to get there due to not remembering how the co-ordinate system works in this >.> _________________ My Characters
I come (long, LONG ago) from a math background. I've always thought of the map as a graph, with each space's coordinates being represented by their (x,y) coordinates, so I think of 0,0 as being in the bottom left corner.
But... but I have part-math background and I've always thought of the map ordered the same way as a matrix and its indices...
Not that I ever remember which way a matrix is ordered.
I don't remember matrixes sadly. But I do remember graphs with (0,0) as the origin. Positive numbers went to the right on the x-axis and up on the y-axis, and negatives went to the left on the x and down on the y.
That's why I associate moving north with an increase in numbers.
There are some interesting tidbits to learn from these two links: Link1Link2
I will quote some of the parts that I feel best address the suggestion at hand and the apparent disjunct between mathematics and programming.
Quote:
This is caused in the history. Early computers had Cathode Ray Tubes (CRTs) which "draw" the image with a cathode ray from the upper left corner to the lower right.
To ease the interface between the graphics card memory and the CRT the memory was read from the beginning and the image was drawn from the top left (with the lowest memory address) to the lower right (with the highest memory address).
Quote:
I originally made the world coordinates in my game match the 2D screen coordinate convention. This made it very natural to use the graphics drawing routines, but subtle issues arose when using trigonometric functions like atan2(). The results of feeding atan2() 2D screen coordinates are very confusing because atan2() assumes the positive y axis points up.
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Anyway, while this is interesting and all, the intricacies of 2D programming have little application in the game at hand, which is trivially programmable to display coordinates ALA Cartesian system (even if the inner code still uses the 2D screen system).
I am personally in favor of the current system that treats the map, well, like a map or book written in English. X is the word identifier while Y is the line identifier.
The question here is really whether more people think of the map as a graph or a book, and I suppose a poll wouldn't really be amiss in a suggestion like this. _________________ For the Kin!
You guys are thinking about this too much. No need to try and figure out what system people are more accustomed to, just make it more obvious/easier to remember what system they are in.
SUGGESTION:
If it can not be implemented in the game, please someone make a GM script to have this, should not be too hard. (Please Greasemonky-savvy guys don't let AuXAuV do all the work there. ^.^;; )
PS: yes my char is currently idling out on this tile, feel free to go and have at her. x) _________________ With me, always.
Last edited by Quixotic on Fri Dec 04, 2015 3:18 am; edited 1 time in total
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Posted: Fri Dec 04, 2015 3:27 am Post subject:
Quixotic wrote:
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8:17 PM - BlackHeartKabal: FOURTY TWO
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