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(+1)

Hi, 

Awesome tool! 

I'm trying to integrate the JSON maps into my game's dungeon editor. It would be way easier for me if the rooms/corridors were more explicit in the data structure. It is a challenge to programmatically deduct what rectangle represents a corridor or a room (except for rooms with notes).

Also, I would love to have access to the sources, do you plan to release them? .

Have a nice day!

I'm not planning to open the source, not while I'm still developing the generator, sorry.

In my code rooms and corridors are represented by the same class Room, that's why there is no explicit flag in JSON:

public inline function isCorridor():Bool
return ((w == 3 && h > 3) || (h == 3 && w > 3)); public inline function isJunction():Bool
    return (w == 3 && h == 3);
(+1)

Thank you for your answer, I was able to properly process the json, I will add your page to the credits!

(1 edit) (+1)

Just found this tool. Man, that's awesome, so simple and easy to use. Love how  also the notes, the small title and description are random. This gives so much inspiration. I've noticed that it's a bit slow the tool, but I hope you'll solve this problem. Also, what font have you used for notes and titles?

(+1)

Cheers!

The fonts are Neuton and Grenze.

(+1)

Also, just to know, where did you find the decorations for the generator, the fountain, the little rocks and other props?

Everything in this generator is drawn procedurally, neither bitmap nor vector assets are used. Except fonts of course.

(+1)

Wow, that's impressive! What about the names of the dungeons and the creatures? I love so much this tool, every dungeon seems so unique and special!

(+1)

Those are made of random parts like this:

dunegon_name = <dungeon|castle> of <terror|doom>

Of course, there are more parts and much more options for each part.

(+1)

using a mac and right click doesn't get me the context menu. any help would be great -- much thanks.

Is it a regular mouse or some fancy one-button Apple mouse? For me right click activates the context menu normally in both Chrome and Safari. There is no other way to do it, sorry.

(+1)

It's a GD one click mac mouse. But I might have a right click one somewhere and try to use that. Thanks for getting back to me.

(+2)

Macs have a couple of ways to right-click, you can either hold control and click or if have a trackpad (such as with a macbook laptop) you can do a two fingered click and that will perform the "right click"

(+1)

when i right click i don't get the context menu. is there another way to find it?

(+2)

Can someone please tell me how to access the 'context menu' Ive been looking for it for over an hour lol

(+2)

right click

(+1)

Hello. I've messaged you a few times previously (6 months ago). Can we please work together to integrate this with our platform Gamefroot. Can I email you or DM you on twitter? I'd love to have a chat.

In other news... thanks for the update. It's swell!!!

(+1)

Hi!

I'm sorry, at some point I've missed a bunch of messages including yours and it's only now I have a chance to reply them. Feel free to DM me on Twitter, but to be honest I don't think any kind of collaboration is possible at this moment. The source code is still closed (since I'm still working on it) and I'm too busy with this and other projects to do anything else. Of course, I don't know what you have on your mind so...

I can't DM you. Can you please follow @danmilward :)

(+2)

Realy helpfull for new DMs, Thank You.

(+2)

It would be amazing if you could pick the number of entrances/exits (up or down) This is just really amazing

(+3)

I love how you describe elements of each room. Thanks.

(+2)

The new updates are great, thank you! 
I would still love a SVG though
Love the stonework style
Cheers
Quenten

I think this will be the next thing I'll try to implement for this generator 👍

(+1)

Thanks.

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(+1)

It gets weird if you try to use black paper color.  The context menu can get unreadable.

I guess the problem is not with using black for paper, but with using close colors for both "paper" and "ink". Blackboard palette from the Patreon post:


(+1)

Well it seems quite obvious when you put it that way!  Yes I think that must have been what I tried.

(+1)

I thought I would do a quick B&W map of a generated dungeon.

its cool

(+3)

Pretty cool but would much more adpatable with VTT support for doors and walls (like dungeondraft to foundry and encounter plus). Very fun anyway though.

(1 edit) (+3)

Yes!  This as a FoundryVTT Module, could drop in walls/doors, even light sources maybe.  A companion Module to quick pupulate with CR specific monsters... instant adventure.  Brilliant.

(+3)

YES.  So very this.  I would LOVE the ability to just gen a dungeon, and start running it in a few minutes.  That would be awesome.

(+1)

Please add option for multiple stair cases & entrances. Only having a single entrance really sucks when running multi level dungeons.

(+4)

You know, you could probably just copy the stairs and paste them elsewhere.

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(+8)

Great project, awesome! how hard would it be to either export or save the seed values for a particular layout? I will often generate 6 or 8 different layouts and choose the one I like best from them. It would be very handy if I could go 'back' to look at the previous layout -either because it stores keys for the last X generations-. Being able to see/save/export those keys would be VERY helpful for that and other uses as well. Thanks again

(1 edit) (+2)

This is very promising. I wish we could use it to generate larger maps and edit the  notes. :) Like adding number of rooms etc... manually adding trap icons etc...

Also adding this website(and your name)  on the bottom right of the map would be good for leaving credit that can be found if people post them online.

(+2)

Could it be possible to add a way to change the dungeon manually or influence the generation?

I am planning to add a way to influence the generation (to specify the size, the amount of passages etc). But at this moment I am not planning to turn it into an editor.

(+1)

I was planning on using this with RPG Map Editor II, but I can't seem to export without the notes - even when I toggle them off and save as json, when I import they're visible again.. Is there a way to permanently disable notes when exporting or generate without them?

The generator exports all the data it has including hidden notes. Doesn't the editor have its own option to hide all notes?

(+1)

try opening the json data in a json editor

(+2)

Has the source code been released for this yet? Is there a way to get it. I’m really interested in how some of the layouts and connections are generated.

(+1)

Yes, please! These dungeon layouts look so good. I'd love to implement something like this in my top-down dungeon crawler. Right now my layouts are atrocious. :(

https://itch.io/post/1452547
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(+2)

This looks wonderful! Are the art assets all original, or are they taken from somewhere?

Thank you. There are no assets, everything is procedurally generated.

(1 edit)

It might just be my computer being major BUNK, but i cannot get it to start, it's just a black screen.

Edit: nvm it literally just started as i posted this

(+2)

I LOVE this generator. I wish to use a few maps designed from it for my gaming group, but I'll need to name and note the areas myself in photoshop after exporting the map without notes and titles to .png format. As such, I'd like to ask what fonts are used for the Title and description as well as the room numbering and notes? I'm hoping to be able to use the exact fonts in photoshop when I add my custom notes and such.  

Thanks,

John. 

(+3)

These ones:

https://fonts.google.com/specimen/Grenze

https://fonts.google.com/specimen/Neuton

(+1)

It would be cool if you could export it into a 3D place, so I can add it into a 3D game or something like that. Or export it as a ray caster like EXE. So it would be a small file type, and also not a lot of coding

(+1)

Very nice.

(+5)(-1)

Will there ever be a EXE version of this Generator?

(+1)

What you have done here is wonderful! I might suggest adding the total grid size for easy import into services like roll 20. It's a pain to get both grids to line up without knowing the dimensions.  None the less excellent job

(+6)

Thank you! I'm currently working on a feature which (hopefully) should make importing maps into Roll20 easier.

(+1)

This is awesome! It would be cool if notes were editable as well.

(1 edit)

Thank you!

Making note text editable is easy, but then it would be reasonable to expect an ability to add/move/remove notes and that's a much more complex feature to implement.

(+1)

Hello. I’m wondering whether you’re any closer to releasing the source code. I’d like to integrate it into our game builder Gamefroot 🙏

Hi! I'll be ready to release the source code when I'm done with project. In this sense, I'm definitely closer than I used to be, but I'm not there yet :) What part of the code are you interested in? The one about rooms/tunnels/doors?

(+2)

Mostly yes. Our users are kids learning  game dev and it's hard for them to understand what 'a good level' is. This shows them and gets them thinking about spatial design and level design.

And its just cool!

(+4)

How bout some egresses and extra stairs for MEGA DUNGEEEONS!

(+1)

Very cool!

(1 edit) (+3)

Absolutely love it!
It would be very nice if there was an option to add additional entrances / staircases however.

(+1)

Hello, this is a really great tool. I am developing (alone) a small rpg program to manage a party and maps. I can generate my own maps but it would be very interesting to import your background and build the walls/doors by parsing your JSON. The JSONpart is already done, I can create the walls and the doors from it, but I have a problem with the exported image. I cannot find the tile size, it varies on each exported image and I need to know it because the characters move on tiles. Do you have any clue about this ? Again, thanks a lot for this tool.

(+1)

I did not see the post below before writing this, so it would be cool to have a fixed tile size. Thanks

(+4)

This is insanely good!! mad props.

(+1)

This is awesome! Thank you for your hard work on this project. I like all of your work and am trying to reproduce this in Unity at the moment. Unfortunately I still have to travel a lot is there an offline version of this generator?

I'll make one 👍

(+1)

The page appears to be broken in the Brave browser.  I uploaded a copy of the console to pastebin: https://pastebin.com/gsphX9z4

It's an issue of Brave blocking webgl content (iirc). It's too much hassle for me to install another browser to try fixing it, sorry.

(+1)

Thanks for the info.  It gave me some additional ideas.  I found I can get the site to work if I allow fingerprinting.

(+1)

Great tool!
The only thing I don't like is the grid scale, and I'm trying to see if there's an easy way around that (I think I figured out an easy reproducible workflow in GIMP), but I would also love to have the option to change the grid density!

(+1)

Thanks! Are you talking about the size of the grid? It should be relatively easy to apply your own grid if you disable the built-in one first ("G").

(+1)

Well... At the exported size, squares are 85px in size, which makes it a little bit hard to tile automatically in GIMP (since so far I haven't figure out how to make a 42.5 px grid). What I do is I make an 85 pixel grid and then I copy and offet it a couple times. The resulting squares are "irregular" by one pixel, but they line up across the whole map (which isn't the case for 42px squares). 84px per square would be a great size (easily divided by 2 or 3). Thanks for your reply!

(+3)

It's more complicated. The size of the square depends on the dimensions of the dungeon and it is chosen to maximize the resolution of the exported map. Since it's a popular request I think eventually I'll allow to specify the exact size of a cell.

(+2)

Hey this map tool is super cool! One thing that seems to be an issue is the import for RPG Map Editor II. I think they made some breaking changes in their current update, not sure if that is something on your radar or not. 

I'll totally be using this in an upcoming West Marches style game!

(+1)

Id like to second this. When importing, the walls don't show up

Thanks!

Yeah, I'll ping Sébastien (https://itch.io/post/1339772).

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