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Category Archives: Grids

Where is Grids 2.0?

It has been a few months after we planned to release Grids 2.0. As you can imagine, we are painfully aware that we were too optimistic of our initial estimate, and from the many queries we receive on Grids 2.0…
  • Permalink
  • Posted: 18 April 2016
  • Comments: 2
  • Author: Gamelogic

Grids 2.0 will be free for all Grids Pro users

Hi Everyone, We’re happy to announce that all Grids Pro users will be able to get Grids 2.0 at no extra cost. We are finalising how the free upgrade will be structured and will announce more info with in the…
  • Permalink
  • Posted: 11 January 2016
  • Tags: grids
  • Comments: 4
  • Author: Gamelogic

What is coming in Grids 2.0

The new version of Grids is a major upgrade, with many design changes. Our main goal is to make Grids more flexible, more robust, and less unwieldly. The way it is designed at the moment makes it a chore to…
  • Permalink
  • Posted: 13 December 2015
  • Tags: grids2
  • Comments: 13
  • Author: Gamelogic

20 Fun Grid Facts (Hex Grids)

We expanded on some of the fun grid facts we tweeded over the last few days, and added a few new ones too. Check out the full article on Gamasutra.
  • Permalink
  • Posted: 14 September 2014
  • Tags: fun grid facts, hex grid
  • Author: Gamelogic

Porting Grids from Unity to GameMaker

When GameMaker announced their Marketplace, we thought it would be a good opportunity to port our Grids plugin for Unity (or at least, a part of it) to GameMaker. Here, I explain some of the issues we encountered in doing the…
  • Permalink
  • Posted: 30 July 2014
  • Tags: gamemaker, porting, unity
  • Author: Gamelogic

Grids 1.9

Grids 1.9 is now available in the asset store 🙂 For this most part, this version fixes some bugs and makes a few design tweaks. We are also building a free Unity package with some extension methods and lightweight utility classes.…
  • Permalink
  • Posted: 1 July 2014
  • Author: Gamelogic

“Cloudy” noise on a hex grid

This article is about noise that looks somewhat like this: One way to generate noise like that is to add various layers of Perlin noise or smooth noise together, where each layer is more blurry than the next. You can…
  • Permalink
  • Posted: 17 June 2014
  • Tags: noise, procedural generation
  • Comments: 1
  • Author: Gamelogic

A simple path-finding example

This example shows how to use the path-finding algorithm that come with Grids on a grid built in the editor (as opposed to a grid built in code). You can also check out the Path-Finding Tutorial, and a path-finding example…
  • Permalink
  • Posted: 25 May 2014
  • Tags: path-finding
  • Author: Gamelogic

A new look at layered grids: setting up neighbors

The layered grid is a very generic type of grid. It allows you to stack a bunch of grids – of potentially different shapes – for any (usually 2D) point type. Because of this, it’s not possible for this type…
  • Permalink
  • Posted: 24 May 2014
  • Tags: 3D grid, layered grid
  • Author: Herman Tulleken

Match Game Mechanics

This example shows how to implement basic matching mechanics. It has two scripts; one for a custom cell, and a grid behaviour for the main logic. The cell has some maintenance fields, but is otherwise quite dumb. Keeping cells dumb…
  • Permalink
  • Posted: 10 May 2014
  • Tags: example, grids, match game mechanics
  • Comments: 6
  • Author: Gamelogic
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