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
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
The biggest difference maker for me is using hashed filenames for non-html resources. That way even if the html caches too long it's at least a coherent experience, and if anything else caches too long who cares, the user doesn't see it anyway.
I don't know what your pipeline looks like or if you're already doing that, but if not it's worth a look.
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!
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
Ah, I found one thing that's kind of bugging me - the text tool.
It seems the text is not layer-specific. It would be nice if it was so I could have a "notes" layer that I can turn on and off for exporting two different images - one for players and one for the DM.
The text tool also seems to create text well above where I actually clicked. Ideally I would imagine the point that I click to be the top-left-most corner of the text box.
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
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.
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!
I like both, but I'll probably 'move forward' with whichever one has masking working in a non-obtuse way first.
With dungeon scrawler there is a pre-set that uses masks, but I've completely failed to figure out how to set it up on my own.
I'd be willing to pay one-time fees to unlock art packs or other content to support the creators. But the dungeon fog style of wanting me to pay monthly... just... no.
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!
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!