Why circles are hard in a block game
Every block sits on a square grid, so a circle can only be approximated. The useful question is not whether the shape is perfect but whether it looks round from where people will see it. A good plan removes the guesswork: you decide the size first, then follow a list of block counts instead of eyeballing curves.
The generator on this site uses one rule for every shape: a block belongs to the circle when its center lies inside the ideal circle. Nothing else is guessed, so the same size always gives the same outline.
Step 1: pick a diameter
Diameter is the number of blocks across, counting the blocks the shape itself is made of. Small sizes such as 7 or 9 look chunky and angular. Sizes around 15 to 25 start to look round from a distance. Very large sizes take a long time to build and need careful counting, so decide how much you are willing to place before you start.
Also decide between an odd and an even diameter, because that changes where the middle is. Our guide to odd and even circle sizes explains the trade-off.
Step 2: find and mark the center
For an odd diameter the center is a single block. For an even diameter it is the corner where four blocks meet. Mark it with something you will not confuse with the build, such as a torch or a block in a contrasting color, and place a second marker at the edge along each axis so you can see the radius.
Walk out from the center along one axis by half the diameter, rounding down for odd sizes, and mark that point. This gives you the north, south, east and west extremes of the circle.
Step 3: build one quarter and mirror it
A circle is symmetrical in four directions, so you only need to work out one quarter. Pick one quadrant, follow the row counts for it, and then copy the same pattern into the other three by reflecting it across each axis. This halves the chance of a counting slip, because any error shows up as a mismatch between quarters.
On the generator, the per-row counts list how many blocks to place in each row from top to bottom. Start at the row nearest the center line and work outward, laying each run of blocks next to the previous run.
- Place the straight run along the axis first.
- Move one row outward and place that row’s run, starting directly above the end of the last one.
- Stop when the runs shrink to the very edge of the quarter.
- Repeat for the other three quarters by reflecting.
Step 4: use marking to stay on track
If the page lets you tap blocks to mark them as placed, use that as a running checklist. Mark a row when it is done, so when you come back to the build later you can see exactly where you stopped. This matters most on large circles, where it is easy to lose your place.
Step 5: check the result
Compare your build to the chart. Count the blocks in a few rows and make sure each matches the listed number. Stand back or fly out and look from above: the steps should be even and symmetrical, with no single block poking out. If one quarter looks different from the others, the mismatch is almost always one row that is off by a block or two.
Finally, decide whether you want a thin outline, a thick outline or a filled floor. The guide on thin, thick and filled styles covers that choice.
Have a correction or a suggestion? Tell the studio.