No worries, glad that worked! I have support for offline mode, and even though it's set up to try and get resources from the network first, it seems to often pull from the local cache even when it shouldn't. I'll have to try digging into that issue some more
That’s weird, it looks like you’re getting some old code, or possibly the css didn’t load correctly. Can you force a refresh with Ctrl F5 and let me know if that fixes it? I do most of my testing in Firefox, so it should definitely work, haha
Thanks, I'm glad it's worked well for you! That's a really good idea, and something I'll make note of. I've never played around with creating PDFs from javascript, but it sounds like a fun challenge
If you switch to the Hatching tool, you should see a select box for Floor Style. Changing that value will change the floor to various different textures. There isn't exactly a way to do walls like that, but using a second layer, you could choose a different floor style and draw around your floors. I'm hoping to make it possible to add your own floor and hatch styles in a future update.
Hey everyone, this is a project I've been working on for a little while now. It's designed for really quickly making top down maps for RPG games like Dungeons & Dragons, Shadowrun, etc. It also has built in dungeon generation for times where you just quickly need a dungeon for your players to crawl through. Let me know what you think!
Hey everyone, with schools opening back up this week in Ontario, I thought I'd put together a little website that pulls down the latest info from the Ontario Government and displays it in a more user friendly way.
Hopefully this isn't considered off topic since it's only really applicable to one province, but I'd love to hear what you think!
I like to let people set their own limits wherever possible, it's not really my business if someone wants to make an incredibly round circle and crash their web browser :P You raise a good point though, some of those could have a more sensible restriction on them just to avoid really unnecessary cases, thanks!
At the moment, I'm not planning to, just cause right now it's my own mess of code, and I feel like bringing on extra people would give me a bit more managerial work than I'd like.
That being said, it's all plain javascript, there's no backend, nothing is really stopping people from looking at all the source code
Thanks for the feedback! I find it interesting you call it a hallway tool, I've never heard anybody refer to it that way before. When I first started, I had the free form drawing, and loads of people were requesting snap to grid options, so I added that as its own tool cause it had a few options specific to it. I personally use it to draw entire maps, as I often find it quicker to fill in a room than switching to the room tool and back. That's how I ended up with that name, and why I feel something like hallway is a little bit too specific for what it does.
I based the wall tool off of the line tool, since I assumed straight walls are the most desirable for people. How would you suggest making it work more similar to the snap to grid tool?
Yeah, the text tool is a bit lacking at the moment, and I think the public release still has a small bug with where the text gets placed down when clicking.
That's a really good use case for the layer specific text which I hadn't considered, thanks for bringing that up! I think the text tool is the next thing I'm going to be giving a bit of love to, it's definitely a bit quirky in how it works right now
Unfortunately no, it's all raster based in the backend, I haven't yet figured out a way that I could convert it into a legitimate vector file. That's a pretty cool looking project! I'll have to check it out more later
In this context, you mean masking to hide parts of the map from player? The crosshatching effect on my maps (which can be changed to all sorts of different styles) is created using a mask, so I just wanted to clarify.
If that's what you're going for, there isn't a super obvious way to do it in my software yet, but after making your map, you could add a new layer, switch to the Hatching Tool, choose solid black hatching, or any other solid image and draw over any parts you want to hide. Then to uncover it, just use the erase tool with all but the hatching checkbox selected, and it'll unveil the parts of your map underneath.
If you were thinking of something else, let me know and I'll answer as best I can!
Thanks, glad you liked it! Undo/redo is definitely there already. The arrow buttons in the top left near the zoom buttons will do that, as well as Ctrl Z for undo and Ctrl Shift Z/Ctrl Y for redo. I totally forgot that Macs use Cmd for most shortcuts, I should be able to add that in as well, thanks for letting me know!
That being said, the undo and redo currently only handles the drawing tools, text and stamps can be deleted their own ways, but that's definitely on the todo list.
Well, as with all projects, the scope has creeped a little bit already, so I won't say never to that! It's definitely something I could be open to adding in the future, if I can think of a good way to fit it in with this tool.
Funny enough, I think the two of us started our projects on the exact same day, or at least first posted on Twitter, haha. He's doing some really cool stuff too!
That's a good idea, I whipped up the website pretty quickly and haven't spent too much time reviewing it since, that's definitely something worth doing though!
Thanks! The original goal of this was to make printable maps really easily, so I haven't focused too much on interactive stuff like character tokens or fog of war. However, you can easily add your own stamps (there's a button at the end of the list, or if you click the current stamp, there's a big button on the popup), and stamps are easy to drag around, so that could be a solution for you there.
In regards to the dice, do you mean an actual dice roller, or just stamps of different dice?
Thanks! And nope, there's no frameworks or libraries in use, other than some helper modules I wrote for past projects and used in this. The code is mostly just organized as each tool being its own class, having a few common methods such as mouseDown, mouseMove, drawCursor and so on, with the main class passing off events from the user to whichever tool is selected. I forked this code off of a previous project, so parts of it are still a little messy due to me enjoying adding new features more than I enjoy refactoring code, but I tried to make it pretty modular from the beginning so it's easy to build on.
At the moment, there's no automated testing, I have a Patreon set up where a decent number of people are helping me beta test new features, but for the time being, I just do my best to avoid adding any regressions, and try to fix them quickly if they do show up.
Hey everyone, this is a project I've been working on for a little while now, it's a map drawing tool for tabletop role playing games like D&D, ShadowRun, etc. It's still in development, but has quite a few features already, most recently adding support for importing randomly generated maps from https://donjon.bin.sh/d20/dungeon/ and supporting publishing your completed maps to https://fictionalmaps.com.
It's made entirely in html and pure javascript, running completely client side. It also has support as a progressive web app with offline support if you want to use it on the go. I'd love to hear what you all think about it! New bug fixes and features are frequently being added