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(+1)

I really like all your applications! What software do you use to make these?

Most (all?) of them are made in Haxe + OpenFL.

(+1)

Love the stuff here- really gets my creative juices going :D

I have a question though:

Is the hex grid using cube coordinates (and not offset) for its location ? I'm toying with the idea of making a fog overlay utility that I can use to reveal only hexes visible to a particular hex (it would reveal the current hex and a partial of any adjacent 6 hexes at a time).

Keep up the good work !

No, it's using "offset coordinates" for two reasons:

  • That's how hexes are usually numbered in ttrpg.
  • This is what is used in HexJSON.

Cheers!

(+1)

Wonderful ! Then it won't require me to wrap my old head around that.....

May be able to get something done on my android phone.  I've got a good dungeon generator I've made in a similar style that allows crawling and I would like a good overland ability to do the same. If I can import the map and its JSON for data I can put a mask over the whole thing, pick a start spot and crawl, exposing the mask as I move along and when I hit a dungeon I can generate it in my program. Might be a little overly optimistic, but it may be worth a shot :D

BTW since you've already got most of the terrain stuff down, why not make a skirmish map generator in the same style ? These are the best set of easy to use tools around.....

(1 edit)

What is a skirmish map? Is it the same as a battlemap? I personally don't use them, so I don't know what makes a good skirmish/battle map.

Yeah a simple battlemap- A road maybe, some trees, heights, maybe a field or two with a building etc etc. Can base it on the terrain in the overland hex possibilities. Bonus would be conforming it (more or less) to a hexgrid (like the overland). Very handy- I use a generator from another app I made to create these: https://drive.google.com/file/d/1Lc6kZZr6ZIr2l2mGmNu0jeq7z3NUOdmI/view?usp=drive... and https://drive.google.com/file/d/12GyIy8vO5Qu07BDD4c8_dRuFWl_7d-Ly/view?usp=drive...

Isn't this close enough (with the grid on)?

(+1)

Just wanted to share my appreciation for making these! I used your map generator to help prototype a top-down game idea. 

(+1)

Is this generator allowed to be used in video games? If so, can it be used commercially?

I'm not sure what being used in video games means, but:

You can use maps created by the generator as you like: copy, modify, include in your commercial rpg adventures etc. Attribution is appreciated, but not required. Please consider supporting this project on Patreon☕!
(+1)

I meant using a realm generated by the project, but thanks for the info.

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I can’t say how excited I am for JSON exports. I’ve had to make map builders for my sideprojects from scratch and they always felt worse than your procgen arcana.

(2 edits) (+1)

It would be great to have a way to undo or a way to see what changes will completely change the map. I really like the idea of this, but after loosing 30min work becasue I didn't know a setting would majorly change things (hex type) it feels like I'm juggling live grenades! 

(+1)

I'll probably move these options somewhere else so they don't look purely visual or non-destructive...

(+1)

That would be great thank you!
Sorry for leaving a comment when I was frustrated. 
You've saved me well over 30min, and I really appreciate your work.

(+1)

👍

(+2)

this is the best generator on the planet, hands down, can i put in a request for dungeon icons? if not that is way ok, this thing is the best, am disabled but as soon as i have some extra cash i am going to throw you some to donate towards your work

I'm not sure I understand your request :)

(+1)

Hey, I love your work! Can you perhaps share the brushes you are using for trees and mountains (just like the cities and dangers in "perilous icons") please, so that I can modify the maps generated by Perilous Shores in GIMP? I would love to do some further customization and tweaking.

Thanks!

I'll consider this 👍

(+1)

Is it possible to somehow export in layers, in order to have land apart from trees apart from towns apart from labels, etc.? This would help a lot in editing & adding details to the maps later in a drawing app. 

(+1)

It is not exactly exporting in layers, but if you export as SVG, you can (relatively) easily separate different types of objects within an export file.

(+1)

Thanks!

(4 edits) (+2)

I just love this generator. It's amazing to see it improve and improve. Thanks for sharing your wonderful work! 

(1 edit)

You can switch to the "scattered" mode by checking "Details > Individual trees" in the context menu or by pressing the i key. When individual trees are enabled, the "Tree density" and "Tree regularity" parameters in the Style dialog affect their look. Cheers!

(+1)

Sorry I deleted the question on trees, I found out and wanted to save people time :)
Thanks for standing up!

I love the maps i already generated with this tool. I would like to develope a browser game using a map generated via this tool, but for it to work I need higher resolutions map, such as 16000x16000 pixels, is it possible? eventually i can generate them offline. Of course I will give you credits and support you via patreon. let me know. :)

It is not possible to export a map as a 256M bitmap image, but you can export it as SVG and convert to anything you need (and your tools allow).

I managed to export it as SVG, and modify it in illustrator and scaled it to 16000x16000. But doing so mountains and trees are 16 times bigger than they should be, so i should make a grid of 4x4 maps, but it is almost impossible to join them perfectly

I'm not sure I get what your goal is. I thought you just needed your "normal" map in high resolution (256K) and that's what you can achieve by exporting it as SVG, scaling up etc. Of course in this case individual objects become large (in pixels). If you need a map made of a large number of hexes, you can request one in the Region parameters dialogs by entering large numbers in the Size fields, but it can't be larger than 4000x4000 or something like that. And you can do both - generate a large map (4000x4000 for example) and scale it up. It is also possible to make a map look larger by using smaller values as Clutter scale and Town scale in the Style dialog.

(+1)

How does one save the map?

(+1)

You can either save a permalink to a map ("Permalink..." in the context menu) or export a map as SVG or PNG image ("Export as>" in the context menu).

(+1)

Hello Watabou, 

First of all, your tool is amazing 😍

I can't find the permalink option in the context menu, is it temporary disabled ?

the URL of the page does not contain the modifications I made on my map so I can't use that as a way of saving it for later edit ^^'

In any case keep up the good work and have a nice day 😁

Thank you!

The "Permalink..." item is the second from the bottom in the context menu. It works exactly the same as the link in the address bar of the Arcana version, i.e. it doesn't include modification made to a generated map. I am working on the JSON export feature and maybe it will become possible to import the files back making it possible to save and load (modified) maps normally.

(+1)

Maybe I'm doing it wrong but I can only rarely get the settlement icons to delete. Is there a setting that will leave them off or a better way to delete them?

This is not the first report of problems with settlement deletion, but unfortunately I cannot reproduce this. If you don't need settlements at all, you can hide them instead of deleting: choose Details > Towns > Hidden in the context menu.

(+2)(-1)

I have question I'm trying to import the map to roll 20 to use HEX grid but I cannot for the life of me get them to line up.

(+1)

I'm not familiar enough roll20, sorry. I guess you checked that the hexes mode in the generator is set to "Pointy topped" or "Flat topped"?

(1 edit) (+2)

Foundry VTT user here. I do not know about Roll20, but it must be similar.

I see 2 problems with importing generated map. 

1. The hexes do not start "flush" at the edge. In Foundry, that means that I need to manually offset the map to fit the hex grid. This is a manual process; Foundry has a tool that helps quite a lot, but it's time consuming and imperfect. Ideally, the exported map from PS would have hexes starting flush at the edges. Here are the 2 ways "flat top" hexes cap be flush:



2. The "grid size" is not specified. In Foundry, maps are defined by how many pixels fit in a single grid square (the devs suggest at least 100 px, and that is what I use). For maps using a grid (like the ones generated by OPDG), it makes things super easy: export at 100 px, use the same size in Foundry and boom, everything lines up. In the best world, exporting a map from PS would be just as easy. Ideally, PS would scale their hexes to pixels per square so that exporting at say 100 px per square would fit easily and perfectly on a VTT. I read a reddit post where someone describe how to calculate it; maybe that could be useful to you: https://www.reddit.com/r/FoundryVTT/comments/t8anvc/hex_grids_in_foundry/

Thanks for taking the time to read and answer the comments! Also, thanks for everything you do :D

(+3)
  1. This one shouldn't be too difficult to implement.
  2. And this is something I'll have to examine closer.

Thanks for the explanation!

(+2)

Thank you for taking the time to read and answer!

(+1)

Hey this is extremely cool and a very helpful tool. Will definitely consider supporting the project. Thank you!

I do have one question. Is it possible to update the icons on the map to different things? I saw a post showing some different icons earlier but can't find it and also I wasn't sure how I might import them to the tool

(1 edit)

No, it's not possible. The generator doesn't use any pre-made assets (and can't import them), everything is drawn procedurally. 

Are you asking about cities? All you can do is to choose between "pins" and actual icons (Details > Towns), change their size (via the Style dialog) and slightly change their look by rerolling internal parameters (Details > Towns > Random icons).

(+1)

Is anyone else UNABLE to delete towns and dungeons, etc?

Could you describe what you do to delete a settlement (or a "danger") and what happens after that?

(1 edit) (+1)

I am having the same issue.  It works for a while and then just stops (have tried different browsers).

*EDIT: Solved this today.  Sometimes you have to add the town to the almanac, then delete it.  Works every time then.

(+2)(-1)

Hello love this program was wondering if there was a way that it could work with an already pre existing map to help fill the areas?

Not at the moment, no. People sometimes ask about something like this, and I've considered the idea, but apparently everyone has quite different things in mind. A full-fledged editor might work for most cases, but that's definitely beyond the scope of this app.

(+1)

Hi, I absolutely love your work! You are a hero! But I need help... I can't get any font to work. The font I'm requesting is installed on my PC. I type the name, but it just gets ignored. Do I need the parentheses, as visible in the default setup? I've tried this on a mac and a PC.

I'm sorry, I have no idea why this doesn't work for you... You definitely don't need parentheses. The font name should be entered exactly like it's spelled in whatever tool you're using, but the case doesn't matter. For example, "times NEW roman" will work, but "times    new roman" (with the additional spaces) won't.

(3 edits)

hey i dunno whats up but several of your generators are cutting off about 50-60 pixels, without touching the margin or overlay text. changing zooms and sizes doesn't affect it.
in regular it cuts it off on the right oops right and bottom. in full screen, it's the bottom edge which falls off. i cannot figure out if there's an element from itch or elsewhere doing it, but i don't think it's the ratings bar


huh. if we rotate, it then cuts off all the elements, margin and compass etc.

oh i see! it's every element, incl child elements. longer text gets its own margin cut off too.

(+1)

I love this tool and have used it a lot in my solo roleplaying, but I'm surprised that a simple thing isn't in the parameters : the presence or absence of mountains. Every map has them, it's not toggable. Is it a choice or an oversight?

You can get a map with very few or no mountains by selecting the "lowland" tag.

(+1)

Love the generator. 

Question: Is there any way to change the type of terrain in a specific area? (ex: make a forest a desert)

Howdy, two suggestions/requests and a question! Firstly the question: it's about the town generator but it could be applied in general to any output, I made a map of town long ago and lost the permalink... is there any way to retrieve from the image I saved?

Suggestion nr.1 for 'Perilous shores': there is no chance to set grasslands as the main feature of a map; I recently looked for a countryside map with plain grasslands (for pastures) or cultivated fields... is there any chance to add this feature?

Suggestion nr.2 for 'Perilous shores': in a map, the only icons are towns/villages or dungeons (marked with the skull icon)... would it be possible to add other 'points of interest'? For instance: a ruin, a monastery, an architectural element like a column or an obelisk... or in general a pin point which is not 'dangerous' (i.e. an icon different than a skull)?

Thanks a lot in advance, best

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