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djdprogrammer

12
Posts
A member registered 33 days ago

Recent community posts

(1 edit)

Can I use the links in the JSON to for villages/dungeons etc to automatically bring open a browser window or would you prefer that the player manually does so (can send it to the clipboard and they can fire off the link to prevent abuse)  ?  

Almost got the prototype working- can import the data, fog, move with some move validation and able to pull up the contents of the hex mostly (see below). Got to figure out how I'm going to get it hosted though (anyone try Netlify ?). 

I actually have another silly question (no surprise there). What distance (flat to flat) of hex do you envision each hex encompasses ? 2-3 miles ? 6 miles ? Or what was your intention ?

Also, I noticed going through the data that multi-hex features (like woods etc) can have towns/dangers as that are also part of their hex list. Is this intentional ? On the map it does not draw any terrain under towns/dangers, but if it is in woods, it treats it as woods. 

This comes back  to what you think the hex distance is (2-3 miles and probably a clearing, 6 miles+ and its whatever terrain the feature it is in ?). 

Sorry for the questions. I'm fine tuning things and of course having interface/haxe issues to overcome and adapt to.

thank you ! Wanted to be sure :D

Can I get a full list of all terrain types you use in the JSON ? I want to map them so that if they change or any are added its not a nightmare for my map viewer program.


I've got a workable interface down and have finally got the road/searoute/river masks complete so the data conversion stuff is almost all done. I hope to get the fog layer and movement down next.

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Great ! Threw me for a loop when the default came up with tilted hexes (also had to hunt down my preset display settings I use- although the map viewer is agnostic as far as that goes). 

Can we get a list of all the possible terrain types (what you use to populate Terrain="") field in the JSON ?  I want to make an enum something similiar in case of future changes/additions ? 

And now that you have water defined, maybe you can have water features (Bays, Seas etc) ? Haven't seen any generated yet so maybe they are there. Maybe even multiple of the map is large enough (e.g. a Bay off the coast that is in a Sea etc etc).

My travails with getting the UI to behave continue apace....

Excellent Work !

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Awesome ! I'm so close to getting a working model to tinker with once I can implement any changes when massaging the data into my data model.

Now that I think of it, I could just tie the feature back to the terrain type of one of its children hexes (unless its a danger or a town etc) as long as its consistent.

The next question will be what do I do with it when I get this whole thing running....

Not sure this is where to ask this stuff but here goes:

Can we get a comprehensive text list of the all your json terrain types ? 

I noticed there is no terrain type open (just "") or water (just ""). Is it possible to fill in those with their appropriate types (e.g. "Ocean" and "Clear" when exporting ?  Would make map AI easier to work with (suppose I could use a color check of the center of the hex to determine what it is but that gets messy)

It also seems to truncate the grid if there is empty (in this case water) to the right. Can it fully export all the hexes ? I suppose I could smart fill and assume its water but have to be careful not to include open terrain (again kind of messy when the data is already generated somewhere).

As if that is not enough :D, can we get as a future feature (pun intended) the features field to have a class associated with it (e.g. town, danger, wood_feature, mountain_feature etc etc ?) this would make it a breeze to generate some logic for quests, backstory etc etc.

Really love your Perilous Shores stuff. Its really got my creative juices flowing :D

Yeah. Kind of figured. Got it working with 1800x1800 pretty well in both pointy and flat- (found the proper origin and size with a little bit of elbow grease and brute force :D) and can click on the bitmap and get the hex id. 

It took 2 days (!) to get VSCode and Haxe Lime/OpenFL to behave, but now its going along.....

Processed the JSON and got the data in the hexes (terrain, roads, rivers, features etc). Working on the interface (html5 of course) which is new to me so its taking time (besides building up my library of routines or converting them from older stuff ive done that I can use). Still need to validate that its generating the hex data properly.  

Hope to get to where I can work on the fog layer and movement/etc soon.

As I say to those who 3D resin prints for the 1st time, its the journey, not the destination :D


What size (in pixels) are the hexes you use and what is the line width (in pixels). I'm making it so that a click the map (im using the standard export PNG) can be converted into a hex coordinate ?

Nifty use of the Cave generator and changing the motif !


Would be nice to get something more rectangular though.  This would make it easier to put on virtual tabletop with no scrolling or less dead space if color printing it out,as it easier to work out the size of sheet needed.....


 As far as terrain types, rolling hill, possible farm, fields etc, occasional stream (hexside) or river (whole hex or 2 width) etc etc. Maybe tying it into terrain that can be generated from picking a Perilous Shores hex (like you can do for villages/towns). Walls/Fences and possibly  some frou-frou like a stray cow etc (not essential but always adds a little spice- can remember adding a cow to a skirmish map on tabletop and the whole thing revolved around stealing the damn thing and keeping the other side from killing it.....)


For grids it would be good to allow for modifying its stroke width, color, and possible center dot stroke width, color (used for measuring esp with hexes) for Line of Sight purposes. The beauty is that this also is in the same motif as the other generators and blends in with other things generated....


Not knowing anything about Haxe and Open FL, not sure what is possible (or advisable- I'm an old-school retired programmer and out of practice and touch- messing with Java and Android but just messing with it) but from what you have done so far, I think it would add another epic tool to this already great set :D

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...

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.....

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 !