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watabou

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A member registered Oct 31, 2014 · View creator page →

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(1 edit)

I did consider that: link. Still considering :)

In the next update some UI elements will function better, as they have been previously improved for my other generators. However, there will be no dramatic changes: while I tried to make most of the features available on mobiles , MFCG simply isn't designed for small touchscreens.

City Viewer: https://watabou.itch.io/city-viewer. Very old, very basic...

I don't have any long-term plans, but adding editing features is not among my priorities, because I'm personally more interested in generation. That said, the ability to reroll individual floors could be useful and not to difficult to implement.

Fixed, thanks!

This is not really a bug, but rather a manifestation of the shortcomings of the technology I'm using (OpenFL). To render a river, the framework attempts to allocate a large texture. Because of some Firefox's settings it fails to do so and displays a black rectangle where the river should be. I don't have a solution for this at the moment, but as you've noticed other browsers may work fine.

Yeah, I'll think about it.

I don't think the generation part changed (much) since I've uploaded the source code, so the github version is still relevant. I'm not 100% sure, it was long time ago...

Yeah, I accidentally uploaded an experimental branch...

Implementing TrueType export seems like too much work, especially compared to the generation itself. SVG export will be added a bit later. To be honest, I was surprised to find it wasn't there yet.

I can't reproduce this issue and I didn't receive any other similar reports.

I know the rotation feature is bugged and the problem manifests itself in more than one way. When I load a rotated map, its rotation is lost, but I don't get any error messages. Hopefully if I fix the rotation the whole issue will go away...

  1. Actually, you can do it manually quite quickly using keyboard shortcuts: B > (Blueprint) > Shift+Enter (Submit using the same tags) > B > Shift+Enter > ... But, yeah I might add a "regenerate using the same blueprint and tags" action.
  2. This is much more difficult to implement in general, but I'll think about it...

I will update the generator in a couple of days 👍

I'll probably make something for sea routes, they are too arbitrary. Roads however are deterministic, not random (unlike most other subsystems in the generator) and I think they are fine. Unless you show me an example (permalink?) where they look wrong.

(1 edit)

Settlements measuring 1500x1500 have populations of over 2K which is too many for a village. Adding the "dense" and "district" tags further increases this number. So I don't think we need larger villages.

I'll check it, but a glitch in the City Viewer seems more likely.

Yesterday I released a preview of the import feature, and tomorrow (?) I'll release an update with some fixes and improvements. I'm planning to add the ability to edit links for towns and dangers at some point, but I'm not sure when it's going to happen.

My email is watabou at gmail com. Cheers!

I'll probably add touchscreen support later. I'm surprised it's not there yet...

It can only access locally installed fonts. Unfortunately, it can't get a list of them, so you need to enter the exact name of a font manually.

I'll think about it. The problem is, I don't have a clear idea of what fantasy sewers should look like. I agree that the water should be treated differently there.

Hey! I'll think about it, but if such a feature is ever added, it will be a feature of Urban Places. I don't plan to develop Neighbourhood Generator further.

I'm not sure. It's a UI task and I don't like UI tasks :) Maybe after I add JSON import.

I can't reproduce this. However, if you select one of the "stairs tags" (spiral, stairwell), an extra floor is spawned, because that staircase needs to lead somewhere.

I'll probably add a special tag in the future to prevent the basement from spawning.

I don't do 3D and I don't do AI :)

I don't use other creators' assets, nor do I use my own - everything here is drawn procedurally. There is this tool though that allows you to download town icons: Perilous Icons.

/app

/app

I tried to make something like this long time ago: https://www.patreon.com/watawatabou/posts/city-painter-39697187 (the link to the tool itself is broken). I didn't like how it felt, so I abandoned this branch of development. But the general idea makes total sense of course and most like I'll try implementing it (this way or another) again at some point.

So you're in love with my art and for this reason you thought that would be a good idea to take my generators and sell them on your site as your own? That's bold.

In case it's not obvious, you can use output of my generators "as you like", but not the generators themselves.

But drawing a blueprint of a dungeon is basically drawing the dungeon itself, isn't it? Once the rooms and corridors are there, there's very little left to generate...

Have you tried using the itch desktop app for that?

Maybe I'll add paid desktop versions to some generators. It's just so much work to build native applications...

There is a chance I'll merge these two generators because currently their functionality overlaps too much. In any case, right now Dwellings can't even import its own jsons let alone files from other generators :)

Check this: /post/15756843

No, but you can use its permalink. No manual changes are saved this way though.

I don't plan to open the source code anytime soon. This particular generator uses the Parish-Müller approach (or rather its "sequel"), which is pretty common and easily googleable by this name.

Yeah, something like that will be implemented in the next update 👍

None that I know of, sorry. Most of the fonts work for me (I'm on Mac). As far as I remember, all the fonts I downloaded from Google Fonts work fine. In some cases when a font doesn't work, the problem seems to be in its name: it should be entered in the generator differently than it looks in system tools.

The full list of the keyboard shortcuts is available here. Adding a shortcut for shortcuts seems excessive to me :) Especially since they don't cover the full functionality of the generator anyway.

Inns/taverns are definitely on my list, but right now the generic algorithm I use is probably not good enough to deal with requirements this specific.