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/tg/ - Traditional Games


I'm developing an online map editor, available at https://www.mipui.net/app

Free, open-source, no registration required, and supports real-time collaboration between multiple editors, Google Docs style.
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>>56461002
Bro, this is pretty neat
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Nice
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Bookmarked. Nice job, anon. You might get better exposure posting this in other places though.
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>>56461002
Pretty cool. I put the link in my Games folder.
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That's some good shit OP.
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Pretty spiffy. Thanks, OP!
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>>56461002
Kudos to you.
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Was about to complain that it takes a while to make a comprehensive map, but then I remembered that I used to manually save and edit individual tiles from a payed map service, arranging each piece by hand in Photoshop or directly in Roll20.

... Which is to say: thanks, OP.
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Not too shabby overall. More robust than I would've expected.
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That's pretty fucking good OP
Keep up the good work
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>>56461002
This I like.
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Keep this up. Add in some more markers for enemies and features such as basic furniture pieces and like catapults and you have something really solid.
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>>56461002
All I get is a plain gray page.
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>>56461002
Thanks anon.
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Groovy.
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>>56461002
Played around with it a bit, groovy thing. Currently my biggest niggles are removing blocks (perhaps make it right click?), no fill tool (minor one, but I figure if you want to make underground-looking stuff it would be neat of just filling outside) and some more symbols (furniture, like pews, tables, etc.. Perhaps they are just scattered in other categories, but I figure it would probably be best if given such tag, at least I assume how that works)

I also managed to make a minor bug experimenting with angled walls (left wall from staircase)

Gonna keep eye on it, perhaps fork it myself. Keep up good work.
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>>56466409
Been wondering how to remove blocks myself. I try the remove tool and it does fuck all.Also resizing the map seems to delete all my progress.
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>>56461002
V nice
need diagonal fence
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>>56466582
Just click them again.
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>>56466599
I've done that, and it doesn't seem to work.Really confusing. I'm on Mac if that's any help.
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Looks really good, anon. How do I remove text boxes though? The little red X in the corner doesn't seem to do anything for me.
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>>56461002
Very nice, anon!
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>>56461002
Really sweet, i do hope you will improve on this.
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This is amazing.
Can someone please tell me how to add the borders like in some of these maps in this thread.
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This is fucking awesome! It’s free! It’s awesome! What’s not to like?
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Very nice, OP! Specially like the tokens, very evocative.
Mind if I share the link in other places?
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>>56461002
Very nice work, kudos to you!
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>>56461002
Few things, all diagonal walls disappear in the exported png.
The tokens menu is really really slow.
There are a hell of a lot of tokens but quite a few simple things missing like top down views for beds, tables, chairs, etc.
Multi-tile tokens move about when you do things like change the theme or the canvas size.
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>>56461002

I like it, but the toolbar is really squished to he left on my computer

Shapes produce strange behavior, you can't have a center shape, and a wall shape, one disappears. Also while playing around with circle vs square in the same area a.

Look, pick shapes, circle, put two circles in cells adjacent to each other, then try to put a shape in the cell wall, then move your mouse around, the circles will appear and disappear.

Shadows are cool

You need diagonal seperators

Hex/triangle version would be nice
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Bump, this is good
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>>56461002
Thats some good stuff, man, I look forward to use it the next time I DM for my Group. Good work, keep it up.
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Thanks, OP.
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>>56461002
>https://www.mipui.net/app
Neat. Thanks OP, was looking for a good map tool a couple weeks ago
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>>56461002
boooookmarked. this is amazing.
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Maybe its me but whenever I try to download as png it just chugs memory while not downloading.
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>>56477892
It takes a few good seconds, but it always worked for me... please file a bug report through one of the contact option in the help menu, particularly listing your browser and OS, and I'll take a look.
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>>56463525
Hey would you mind sharing your browser and OS? Alternatively you can file a bug through one of the contact channels under the help menu.
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>>56466409
I'm trying to be mobile-friendly, so I want to avoid right-click gestures (I'm having enough trouble as it is, emulating the hover mechanism).

The symbols and their categories are actually not mine, they are from game-icons.net. So I can tweak them manually but I prefer to avoid that for now.

The angled wall thing is basically angled holes there, you can fill them up with other gestures. It's not really a bug, but overall the angled wall tool is clunky to use. Thinking about it.

And great idea about the fill tool! Will implement it.

Thanks for the feedback!
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>>56466582
Most tools are toggle tools - you click again on something and it makes it disappear.

Resizing the map absolutely should not delete anything! Would you mind sharing the map URL?

(also there's an undo feature, it should be able to undo and deletion)

Sorry for the frustration, thanks for the feedback!
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>>56469209
Please share! That's the whole point of my post :-)
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>>56471621
Disappearing diagonal walls and moving multi-tile tokens sound like bugs. Would you mind sharing your OS and browser?
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>>56461002
>https://www.mipui.net/app
It works really well and is easy to use but I'd have 2 minor complaints:
1- The old school theme is not ready. many things don't display properly and old school needs a grid.
2- The quality of the export is to low. You should at least be able to export 300dpi.
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>>56478035
After some fiddling, diddling and losing all my work it seems it was because the map was bigger than normal.
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>>56461002
A way to define map size instead of having to click your way too it would also be real nice.
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>>56478570
Thanks for the input! And a 300dpi export is on my todo list, tracking in https://github.com/amishne/mipui/issues/114.

The old-school theme should be working, though, and it certainly has a grid. I'm attaching how it looks on my machine (top-right image). What's your OS/Browser, and can you share the map url? I will take a look
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>>56461002
>Actually cool
>Useful
>Reasonably large map size/scaleable map size
Pick two. Fuck. I had hope, and you crushed it.
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>>56461002
Hey, thanks man. I'm keeping this one around, should come in useful.
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>>56478110
>Mobile Friendly
Anon, lets be real here, man. It's a mapping program. You're not going to be using it on mobile, and if you are, then you're an idiot. It's something that takes time and effort, because you want to do it well.
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>>56478055
Pale Moon (hipster browser) and windows 8. It works in Firefox.
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>>56479552
First this is an amazing tool, thank you so much !

I spent two hours trying to find how you added those borders in the CrossHatch maps, the thick grey borders, can you please tell me where to find it because I really looked everywhere.

Thank you !
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Can someone do a first-floor residence or living quarters?
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Most triumphant, TC
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>>56479604
The map is resizeable to any size, use the buttons around the edge of the map. I also plan on a more convenient resizing option in the future, but it still totally works right now. It will get slower with huge maps, though.
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>>56479743
You mean the borders around the walls? It's a layer-level drop-shadow filter, defined at https://github.com/amishne/mipui/blob/master/public/app/themes/cross_hatch/style_gridless.css#L1-L4
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>>56479673
Desktop is absolutely my top priority. But I worked a lot to make it view-friendly on mobile, and I plan to continue and make it edit-friendly.

Why? Honestly... because I find it to be a nice past-time while I'm on the toilet =D and I'm guessing others can find it useful as well. There are some existing mapping applications on mobile app stores, which suggests there is at least*some* demand.
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>>56479686
Sorry but I have enough trouble supporting existing browsers as it is, so I'm not planning on supporting low-traffic browsers.

That said I don't do any special shenanigans so it should work on complying browsers that support a reasonable set of new features. You're welcome to debug it, if it's some small fix then I can certainly patch that in.
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>>56472354
Browser and OS please? Also a screenshot, particularly of the squished menu, will help.
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>>56479948
Sorry if I wasn't clear. I meant toolwise. I went through all the tools, and tried multiple tweaks to try and imitate creating those thick gray borders but for noth sadly.
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Attached a gif demonstrating collaboration and the field-of-view tool
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>>56480084
Hehe sorry I think like a developer :-)
It seems you mean the angled walls. They are the third tool in the wall menu. However they are admittedly cumbersome to use.

The best way is probably to first draw the non-angled walls, then later add the angled ones.
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Dunno who makes the tokens or if they are premade but there needs to be more ABSOLUTE GARBAGE or literal garbage tokens.
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>>56479775
Something like this?
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>>56480348
Pretty much, yes. A shade more irregular wouldn't hurt, but the important part- multiple entrance/exits, and non-linear structure is there.
Players to go sneaking read: blundering through a city occupied by demon animals. Need rooms for them to path through without it being a one-way "reach end of dungeon" map.
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>>56480389
Well sounds a little bigger than what we are given. I'll give it a whirr, probably gonna crash on me. It almost did when I tried to make those fences not look shitty.
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Neat, I'll give it a try now OP.
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>>56480433
Thank you gracious anon. I figure the same map can be reused from a couple orientations if I assume the city builders were a little overly regular- it's probably decayed plenty since then.
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>>56480583
So just to make sure, you wanted one building in sorta apocalyptic state or did you mean several?
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There, tried adding some personality too it. Hope its what you wanted.
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>>56461002
OP is certainly not a faggot. He's Da Chad.
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>>56461002
dude this is seriously impressive

have you posted this on r.eddit already? Their userbase is a bit larger and would eat this up I think
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>>56480106
Oh now that's very snazzy
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>>56461002
does this support multiple floors/layers?
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>>56480106
that looks fucking good
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Spreading this shit among friends, love it!
Haven't found the eraser tool yet though.
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>>56482196
it's a toggle mostly, if you use the same tool on somewhere you've drawn it should erase
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>>56480081
not that anon, but same problem.
Mozilla/5.0 (Windows NT 6.3; Win64; x64; rv:57.0) Gecko/20100101 Firefox/57.0
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>>56480106
This is great, anon!
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>>56482478
I don't have the squish going on but the previews of the map elements doesn't look quite as good, picture related.
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>>56482580
Also the fonts look different
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>>56482370
How did I not catch that...
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>>56478148
Fortunately I have found a solution to my problems. It's called going onto Firefox. Doesn't seem to work right on Safari if you're looking into that.
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>>56482816
I thought it was pretty intuitive, but I understand that people who are used to design software expect an eraser
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>>56483014
I guess so, but in addition an eraser tool would be nice because it would erase all elements at once: now you have to go back to the specific element to delete it
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I don't suppose you'd care to make a downloadable version for offline use?
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>>56480433
>>56480668
Sorry senpai, I passed out. Both your maps are great though, I'll be using them in about half an hour.
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Okay this thread convinced me to add a eraser too.
Meanwhile, you can use the select tool to select a region and then delete it (delete key or delete menu option).
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>>56483007
Okay I'll check it in Safari. Thanks!
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>>56483440
Not planning any offline tool in the short term. I think the user base for that is relatively small, and it makes the whole updating the app or changing maps story way harder.
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>>56482478
OK I see, thanks! Not a high priority but will look into it.
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>>56481683
I published it on Reddit, Facebook and even Google+ (don't laugh!). I'm not an SEO expert, but I think that for increased visibility I need more non-transient links pointing at my site.

In other words: blogs, youtube videos, forum posts, etc. Will appreciate any help in spreading the word :-)
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>>56483440
Seconding. I know webapps and the cloud are the future. I don't like the future.
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>>56461002
You da man, dog!
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Is this supposed to be used for indoors maps only? Seems to have only tools for that.
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>>56486830
Yea it's intended for indoor maps. I felt that for indoor maps there's a more pressing need and less good alternatives than for town and overland maps.
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>>56480106
So how do you give the players the player link?
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>>56489520
File -> Share Read-Only, I think.
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>>56461002
Thank you, that's some really great tool ! The current result is already quite impressive. Do you think that implementing the option for .svg export might be possible in the future ? Something similar to the system within the Medieval Fantasy City Generator on watabou.itch.io
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>>56490386
I want SVG export too! But it's a lot of work to do that myself, and unfortunately there are no current libraries (that I know of) that are capable of html -> svg conversions.

(well there are a lot of existing solution that use foreignObject... but that cannot be loaded in inkscape or other SVG editors)
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>>56481742
Nope. Create a separate map (or map area) for each floor. Multi-floor will be nice but it's not in my short- or long-term plans.
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>>56480081


Ubuntu

Firefox Quantum
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Bump. You gotte see this, /tg/.
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Thanks OP! Much help
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>>56491995
oh, ok, that's fine by me, this tool is great enough that I can work around that
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Bumping for great justice.
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>>56461002
Shortcut keys are a good idea. However, the shortcuts themselves could be better.

Try to put them all in the same area of the keyboard so they can be used with one hand. You should use no key further right than B. For example, Separators should be E, not P. Tokens could be called Icons and put on the C key.

The sub-options of each category, like Single Door and Secret Door under the Doors category, should be set to the numeric keys.

These two changes combined would allow you to change the active type really quickly.
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I like it

>suggestions
allow a grey/faded color/option for symbols
have some kind of squiggly line for caves or rocks
have some number symbols so we can number the rooms... unless I am blind and didn't see them
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great work, bookmarked yo
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bump for op being awesome
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>>56461002
>>56479673

Regarding mobile-friendliness, maybe enable right-click functions as option?

Alright, I kinda did submit my survey, but I did forget stuff from it.
> Terrain features (!water!, foliage, rough ground, dense trees, pits, half-cover etc. )
> Perhaps height-levels (perhaps in form of gradient or dithering)

That's understandable about the symbols and categories. I would have also suggested user-uploaded symbols, but that would bring issue with cloud (unless they are hosted on external site like imgur, but would still bloat filesize slightly...)
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>>56498649
>have some number symbols
There is a text feature already anon. You can just add a text box with a number in it.
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It's not completely useless for exterior mapping, but it does leave some things to be desired.
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>>56500812
Wow that's a really good map! Took me a second to identify my app!
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>>56500812
Eh, if you want to design natural terrain and large-scale town maps, just use a regular image processor where you can draw freehand and rotate shapes around etc.
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>>56461002
Three things
>1 Jolly well done, very impressive considering it is in-browser
>2 I want to be prompted to name the file before it immediately downloads Mipui.png (that may just be my browser)
>3 Is there a way to only print a portion of a map? Is there a print preview that I cannot find?
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>>56502308
Zoom and pan till you see the part you want, then choose the "PNG (view)" button.

OR

Just open the output in paint and crop :P

No current plans to add a "select region and export" option. It's a good idea though, I'll give it a thought. Thanks!
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>>56461002
You are a gentleman and a scholar.
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>>56461002
Now that's quality.
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>>56500023
That's a really good map. Makes me want to add a water tile.
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Bumpin'

I'd love some kinda of different line for rock, caves and the like, but being a free app I'm not gonna really complain. Crossed swords are weapon racks, and the beds are basically rags and pelts on the floor (it's supposed to be a goblin cave).

Great job, OP.
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Did a cross-section of my megadunyen to test it out. Pretty good, I like how stripped down it is. Most utilities like this have way too many features.
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I like this tool, but there's a problem that makes it somewhat annoying for me. After exporting it, the grid does not work well in Roll20. Roll20 has an unchangeable 70px square grid. Mipui squares seem close to that, but they're somewhat off. This ends up making the roll20 grid misalign, and is noticeable on relatively small maps like 20x20 squares.
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>>56461002
>Free,
>no registration required
>supports real-time collaboration between multiple editors, Google Docs style.

this sounds badass
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>>56461002
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>>56461002
Holy shit I love it.
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>>56503858
I'll look into that, since I did intend for the default size to be roll20-friendly.
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>>56461002
Ay it's quite alright. Really liking this here.
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Already drew up a map for my OSR game I'm gonna be starting sooner or later.

>>56482540
Ah, so that's what hidden squares look like to players. Thanks mang. Maximum kudos.

Downloadable file dump feature when?
Quasi-human-readable system of encoding maps in ASCII when? I wanna be able to do scripting with this!
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>>56461002
You are a good person
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>>56504199
Can you consider >>56497948
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Will we be able to hide/reveal tokens separately from the squares on which the tokens are placed?
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To anyone asking about scripting: you can open your browser's dev tools and type "state.menu.addDebugMenu()" to get an additional menu in which there are save and load options ("load" loads into a new map). The format itself is a pretty unfriendly json, I'm afraid, but if you peer enough into state.js, cell.js and (probably most importantly) content.js, you should be able to decipher it.

But I want to make it clear:

1. I make no guarantees that the format won't change. It's not likely to be changed often, but when it does change I will make a sweeping change in the database and so your locally-saved file will no longer be valid.

2. You can modify your local client to be able to store and load special map versions to my database. That's fine, and I won't explicitly prevent that, but as I said above - non-standard map versions are not guaranteed to persist on the cloud indefinitely. If you do something unique and want it to persist, either create a pull request on github for it, or use your own database.

3. You can fuck your map up. A malformed file can not display properly, of course, but it can also permanently corrupt your map file so that it won't be possible to load it anymore. I'm sorry that it's so fragile, but it's a hobby project and I didn't prioritize making things robust.
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>>56504728
That's planned.
More specifically, there will be a new "color" for tokens which will be hidden for players, and there will be a GM tool to toggle tokens between that color and black.

Not top priority so don't expect that soon, but it's definitely planned, tracked in https://github.com/amishne/mipui/issues/115.
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>>56497948
Dude these are good tips about shortcut key placement on the keyboard, I'll look into that!

By the way you can hit the shortcut key repeatedly to cycle between tools in the same category. Will think about the number thing, though.
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>>56503795
I like your post-processing effects :-)

That's actually one of the reasons I'm trying to keep it so simple: instead of offering everything under the sun, I get you 95% of the way there and then you can tweak whatever in your favorite image editor.
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>>56503634
I want a cavern theme too. But I really want to keep things simple and so I prefer customization via themes instead of different kinds of walls.

But the problem with a cavern theme, beyond the technical challenge, is that a lot of cavern maps combine natural areas with man-made areas, so I kinda do need different kinds of walls :-(

Still thinking about it, will appreciate ideas.
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>>56461002
Nice, thanks!
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>>56505046
Maybe simply a type of wall would work? Like, instead of Angled Wall, it would be "Craggy Wall", and you'd draw the shapes in the same way on the grid, just their outline would have a squiggly appearance.
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>>56461002
YES! DOWN WILL ROLL20! DOWN WITH MAPTOOL! IN WITH THE MIPUI MASTER RACE!
As soon as this gets optimized, I'm going to use this shit like it's going out of style. It's just too laggy at the moment.
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>>56506300
Actually in the latest version I added a bunch of performance optimizations for Chrome, if it's laggy for you right now on Chrome it's pretty bad news. Would you mind sharing your os and browser? Also, share the map (or at least the map size?)
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>>56506300
Oh unless you mean network lag. There's not a lot I can do there, I'm afraid...
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>>56506480
Firefox 57.0 on Windows 10
https://www.mipui.net:/app/index.html?mid=mzmbmndipxh
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>>56506500
It's not network, its just running at a steady 1 FPS whenever I scroll or manipulate the map.
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>>56506528
Okay an upcoming version should include a Firefox fix, use Chrome meanwhile.
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>>56506566
Appreciated, friend.
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In regards to performance, perhaps it would help to have editting not be realtime? As in, the GM does his editting and then when the edits are complete, he presses a button to publish the changes to the viewing clients? If you wanted to go further, perhaps something along the lines of a toggleable "high-efficiency" theme for the editor only?
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>>56506718
>As in, the GM does his editting and then when the edits are complete, he presses a button to publish the changes to the viewing clients?
As an option, of course.
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>>56506718
The network lag is usually not the issue. It's only sending incremental updates when you edit, not the entire map, so for most edits the latency is pretty low.

The problem is that I made an unorthodox optimization in the last version (forcing the browser to cache each layer independently). It works wonders in Chrome - like 4x FPS - but I didn't test it on Firefox, where it actually hurts performance :-(

I'll get a fix in when I am able.
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>>56504510
>Quasi-human-readable system of encoding maps in ASCII when? I wanna be able to do scripting with this!
oh god, this
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Straight up simple UI advice;

Left click to place a thing
Right click to delete a thing

Mapping both functions onto the same button is slightly cumbersome.

But other than that, this is a wonderful tool that I will probably use quite often.
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I think the export to PNG is cutting this image to short from the right and bottom
https://www.mipui.net/app/index.html?mid=ma266x8vs3e&secret=s4dis5atca6
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>>56508491
Oh shit that's a bad bug. Thanks for the report, tracking in https://github.com/amishne/mipui/issues/123.

Use the export to png (view) option meanwhile.
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>>56461002
how to do conference call this thing up with my group?
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>>56480106
I couldn't get this to work. When I used the GM tool to hide all, I got something like the player view. The region tool didn't seem to do anything, and it was unclear how GM hidden secret doors and other secret doors were supposed to work.

Browser: Build identifier: Mozilla/5.0 (Macintosh; Intel Mac OS X 10.12; rv:57.0) Gecko/20100101 Firefox/57.0

Also >>56461002, I think being able to download .json or some other more or less serialized data format would be more helpful than a log-in system. I'm perfectly fine with staying anonymous and not having yet another fucking log in. Being able to stitch maps together might be cool, or being able to swap between multiple maps. But, yeah, being able to export and import .json files would be kind of the killer feature. Especially since .json files are lightweight, easily compressed, can be put in line-wise version control like git, etc. I could even see the potential for mipui and files becoming a staple of the mapping general threads.

Importing and scaling images would be neat, but I think that would necessitate adding something like invisible "walls" for the line of sight feature.

I think just the collaborative mapping is very cool. There are other programs people can use to chat and roll dice, like Discord or IRC. As useful as it is to have those things right where the map is, I don't think you should worry about those things, lest you scope creep.

Totes bookmarked, though. I might even send some pull requests, if I find the time.

Today, OP was a cool guy!
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>>56509552
Your map could not properly connect to the server when you first made a modification - hence the red background to the File icon, it indicates an initialization problem. This is why it borked, and you got the player view instead of the GM view.

Refreshing, or creating a new map, should sort it out.
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>>56461002
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>>56510251
>Refreshing or creating a new map should sort it out.

No dice. In firefox, version junk in my first post, it fails. I get a yellow file/cloud icon. In safari, I get a green icon, and it works fine.
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>>56511492
Okay thanks for the report, I'll take another look at it in Firefox.
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>>56461002
What's it like being the coolest guy on /tg/?
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>>56513617
Still bit warm I bet
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>>56509488
You would open the GM version of the map. Then click this button and give the read-only link to your players.
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>>56461002
you did a good thing OP. Don't fuck it up
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>>56461002
that map is pretty nifty
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Now all we need are some happy little trees
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>>56486648
Well shit, this is great. I'll be posting to my circles.

Good work, OP.
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>>56461002
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>>56518036
Specifically, this refers to problems with using the exported maps on roll20
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Pretty nifty tool OP. I like the way crosshatching looks. Also, is there a way to stop people I send the read-only link from Forking the map and see all the hidden stuff? Otherwise I'll just display the map myself rather than send my players the link.
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>>56514238
So if you want make maps with your group for fun or for a game, you can.

Also if you want to go GM mode in this editor (instead of exporting the map and then shoving it into Roll20) you can.

Cool.
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I love it OP, carry on being cool.
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Fuckin awesome, man.

One suggestion: tokens have a boolean flag that allows or disallows them to be moved by people on the read-only version of the map. Add this and with the magic of VOIP and IRC I'll finally be set free of the tyranny of roll20.
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Thanks OP, you're a swell dude.

>tfw OP is definitely not a faggot
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>>56461002
Fucking Nice OP.
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Testing testing.

(I suddenly can't post, says my ISP / IP range are banned)
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>>56514684
>Don't fuck it up
I'll try :-(

The obvious danger is feature bloat. Everyone loves the simplicity, but every user wants this or that feature and if I implement everything the tool might not be as easy to use. I'm not opposed to new features, I'll just try to be vigilant and prefer feature reuse instead of introducing new things.

For example some people want water, but I find that the blue "shape" tool can function pretty well as water most of the time (though admittedly it only works well in some of the themes), so I don't want to add something else. Another example is limiting the token color palette.

The other danger is the monetary one. Right now the site costs a paltry amount to maintain, but if it ever significantly grows in popularity I might look into ways to ensure it at least pays for its cost. If it happens I'll try my best to do that in a way which doesn't alienate anybody (e.g. try and avoid premium features or obtrusive ads).
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>>56518036
This is super helpful.
I'll fix this somehow, tracking in https://github.com/amishne/mipui/issues/121.

Man, I'm getting a lot of bug reports from this thread... well, at least it means I'm getting users!
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>>56527575
hey dude, how long is the undo-history tracked? I checked a map I made and linked to a player, and they may or may not have deleted it, and there is no undo history, because apparently clear map can not be undone. This is a bit of a problem.
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>>56520168
There is no way of stopping it... and in fact, even if there was a way, anyone with minimal web development experience can "hack" it.

I'm sorry, I thought a lot about how to tackle it, but the whole GM-view thing is something I really wasn't planning on early-on and doing it properly now will be a pain in the ass.

The only real solution is to either trust your players, or only project the map (and don't let them see the URL!). I do intend to add a warning message so that if you fork a map with hidden cells it says "this is cheating, are you sure?". But again it's just to prevent accidental cheats. This is tracked in https://github.com/amishne/mipui/issues/124.

Personally in my group the DM trusts players not to cheat on their dice rolls, I see this in the same light.
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>>56527547
Yeah they do that.

Someone in your country was shitposting too hard.
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>>56527568
How do you do the rounded edges? Mine just look like ass.
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>>56527751
Shape tool > circle > click and drag.
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>>56527617
Undo is local to the tab. If you close the tab, you lose the undo history (well most of it anyway, the last few operations might be undo-able).

The use-case you describe - you giving the map to someone else with edit permissions, they delete it, and you no longer have it open - is indeed problematic. However, it won't be easy to address:

1. Storing the entire undo history on the server is wasteful
2. Loading the entire undo history from the server is technically challenging, because when you load a map you actually load a hybrid: a snapshot, plus a series of operations done since that snapshot. Loading undo operations prior to that snapshot is possible, but there will be work involved here and I'm not sure it's worth the effort.

To summarize: if you don't trust someone, don't share the map in write mode. Or at least fork it first so you'll have a fallback.

(I can restore a map from the backup for you, but the backup process is daily so it's only valid if at least a day passed between the creation and the deletion).
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>>56527709
I was in New York City!
It didn't work from my phone OR my work network, I had to wait until I got home to reply.
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>>56527793
At least it only took you till you got home, I my "country" was banned from posting for two months. I still have no idea why or what was happening.
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>>56527776

This is why I'd like an offline version, preferably with git style version tracking. Failing that, some sort of oAuth implementation.

Here's the map if you can restore it. Big help.
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>>56527822
>>56527776
Feck. https://www.mipui.net/app/index.html?mid=mwy8a0mlx4k&secret=sooii567rdo
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>>56527772
Tried that but.. well this is the result.
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>>56527845
Also wow it didn't save the angled walls!
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>>56527776
Oh, here is an idea: if you used google for oAuth, perhaps you'd be able to store detailed version and edit tracking on your google drive.
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>>56527858
Another also reported not exporting the angled wall. Shit. Which browser and OS?
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>>56528019
Win 7 and nu-firefox.
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Loving it.

Curious OP, I see that you have hide/reveal options so you could run a game from it, but I wonder if that's the best route. Do you see this tool as a roll20 replacement (with a much better mapping tool, for dungeons at least) or a map builder first and foremost?
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>>56527833 here

>>56528019
Do you have an older backup? That one is from after it got destroyed.
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>>56528106
My original intention was for it to be a map builder first and foremost. The whole GM-view thing started as a side experiment. And I definitely don't intend to go the full VTT route with character sheets and healthbars and stuff like that.

All that said, I think that adding just a few key features can go a long way in making it a viable VTT replacement - in particular a way for players to move tokens and a mechanism for the DM/players to ping the map and/or see each other's cursors. And - although much lower priority - adding a chat with a dice-bot can seal the deal of not having to navigate out of that browser tab, as long a voice app is running somewhere else.

I am wary, though, of screwing things up for people who just want the editor. I'll do make best to make sure that collaboration/VTT features - if implemented at all - do not get in the way of the base functionality.
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>>56527833
Hmm wasn't able to find an older backup which is different. What date do you need the backup from?

Also it's a pretty lightweight map (12 operations), are you sure that's what you lost?
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>>56528349
Well, if you can't find it, then that's fine. It wasn't too big of a map. I'll just have to remake it.
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>>56527822
Seconding an offline version.
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>>56461002
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>>56528623
Hmm, I definitely don't like how those grid lines look in the export.
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>>56479552
Weird it doesn't look that way on my computer. I tried it on firefox with windows 10 and android.
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>>56528675
Hmm me neither. Okay will track in https://github.com/amishne/mipui/issues/125.
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>>56529280
I also tried with Firefox and Win10 and it looks fine. Could you provide a screenshot please? Would be very helpful.

(also annotate the parts of the screenshot which looks bad, unless it's obvious)
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>>56529280
Ok forget about the android part
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Awesome tool, Anon! The tap to place is really innovative on mobile, I'd buy and shill an official app in a heartbeat.
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>>56461002
This would be very cool if you weren't spamming the shit out of it on every board you can get your hands on.
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>>56461002
>solid, useful program
>free
>open-source
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>>56529420
Fuck you, who cares. Why wouldn't he share it around? People seem to love it.
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>>56529420
First time I've seen it.

And come on man. It's useful.
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Neat! One suggestion I have is regarding the angled walls feature. When you make an angled wall with one of its endpoints in the middle of a square (instead of going all the way diagonal to the square's other vertex) it seems that you can only draw a wall from that endpoint to a different vertex (i.e. diagonally). It would be nice to be able to draw a wall horizontally or vertically so that it goes from the midpoint of one square to the midpoint of an adjacent square.
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>>56529716
> Advertise my mapping app in 4chan
> Someone makes a penis map
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>>56461002
OP, what's the copyright status on maps made in your editor? Can I put them in stuff I publish? Can that be stuff I charge money for?
I ask, because I've been looking for a simple mapping program for a low-budget module I'm working on, and this is really fucking pretty.
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>>56529887
Surprised it hasn't happened earlier.
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>>56529921
As far as I am concerned, you can do whatever you want with those maps, including in commercial settings. You don't have to credit me or link back to the tool or anything - though it would be nice.

Beyond the maps, there are two kinds of assets involved here:
* The tokens are from game-icons.net. They are licensed CC-BY (https://creativecommons.org/licenses/by/3.0/). Technically it's me that is using them - and I properly credit game-icons.net - I have no idea whether you also have to credit them.
* The cross-hatching texture background was not made by me, but it was given to me with the express permission of "do what you want with it", and the author knew that this is going into a map editor.
>>
>>56530070
>I have no idea whether you also have to credit them
No, but if I don't credit you, I need to credit them. I think?
I'm likely to put my own icons and stuff in in photoshop. But the grid& crosshatching is excellent for what I want to do with it.
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>>56461002

Very well done! A bit bare-bones. Do you have a way to donate?
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>still best thread on /tg/
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>>56529887

It's not a bad sign.
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>>56529887
Be honored, you can find dicks drawn on every great historic site and great city
>>
How would I make a long table for this? A colored section?
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How do I get different themes, like the cross hatching, on this?
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>>56461002
Today OP was definitely not a faggot.
>>
is there a window token or some way to put a gap in a one square thick wall that looks like arrow slits?
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>>56539001
For tables, I like to use shapes. Click the shapes button, choose brown squares, and then click and drag to fill in a table to your desired size.

>>56539157 In the Map menu, there's a drop down selection for themes.

>>56539641

On the Separators menu, you can find Windows, Bars, and Fences. If you want arrow slits, then Bars or Fences are probably what you want.
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>>56539641
>>56539157
>>56539001

https://www.mipui.net/app/index.html?mid=mw4hp2rawhi&secret=sp2d37rurdc
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>>56461002

I like the cross-hatch theme but I don't like the thick stroke outlines. Specifically, I don't like how they make the blocks wider than they would be on other themes. It's a pretty annoying flaw in an otherwise perfect theme..
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How do i make them good tho?
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Old School is objectively the best dungeon theme, however there are some problems. For example, the Ascending/Descending stairs have transparency around their edge, so when placed over walls it looks good. However, spiral stairs lack transparency, so when placed over an appropriately sized ellipse, it looks awful because there is no transparency and the ellipse is completely covered by the stairway image. Additionally, Elliptical rooms have white lines around each wall piece, rather than being solid like the rest of the walls.

https://www.mipui.net/app/index.html?mid=ml0yr4lkjin&secret=sf4aq3s5trl
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>>56541960
As an addendum: LET US ROTATE TOKENS AND STAIRS
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Good job OP.
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>>56541960
Thanks for the feedback!
https://github.com/amishne/mipui/issues/62
https://github.com/amishne/mipui/issues/130
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>>56535428
I'm not insulted, I just found it hilarious :-)
The curtains-as-hairs was especially genius.
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>>56543379
Fix this >>56541029

Also, some basic terrain features. Even Deepnight has SmallDirt, BigDirt, and Trees, so it would be nice to have something analogous to those at least, but I'd really appreciate water, stone, and underbrush or something along those lines.
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>>56543699
Well, it's a matter of taste. When I was developing this I tweaked the border width and the pattern scale a lot, the current scale and width is what felt best for me. I can accept that others have different preferences on this, but for simplicity I don't want to expose knobs here.

If you're comfortable with web development you can locally change the border width. Open the dev tools, locate any cell with the wall-layer class, and change the four shadows of that class's filter to be 2px instead of 3px. It won't be saved on the cloud for the next time you load the map, but it will apply when exporting to PNG.
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>>56541551
That's a nice-looking map!
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>>56461002
That is some fine craftmanship. Dwarven work, some may say.
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>>56543793
>>56541960
Hey, the sprites for stairs on the Old-School scheme aren't there, it's just white squares in the general shape of the square token for me.
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Thanks OP, you've made something really good here.
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>>56546432
You can click and drag to make stairs of other dimensions, you know.
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>>56461002
Bookmarked
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>>56546490
Thanks anon, don't know how I missed that one
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>>56544913
One of my many Firefox issues :-(

I'll be releasing an update later today which should resolve this along with most of the other Firefox issues, with the exception of export-to-png which is broken due to a Firefox bug which will be fixed in Firefox 58 (the next version).
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>>56549062

Can you make all the stairs behave like the Oldschool theme? Where the stairs background can go over a wall and make it look like the wall is cut out just for the stairs?
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>>56461002
10/10!
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Bump because more should get to know.
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>>56527658
Eh, fair enough. I do trust my players, but not needing trust just makes me sleep better at night. I'll still use it as-is. I only thought about it when I noticed the read-only link. It's still one of the better map-makers I've found so far (rather, it's the best one, but I haven't searched that thoroughly)
As for easily hackable, yeah, I did notice that the tiles are literally hidden by an image-overlay, plus the tooling is disabled. I haven't checked out your code yet, but I figure that, in the background, the players and GM are actually looking at the exact same screen with different permissions, as opposed to having an actual client/owner side.
If you care enough (seeing as how I'm the only person who brought it up, you shouldn't care) the solutions I can think of (if you care enough) would be as follows:

-Have the player-side as an image that gets reloaded when a change is detected on the GM-side.
-Don't use an overlay to hide tiles, but replace them instead. Or, set them all as empty until the fog has been lifted on the GM-side.

I might see about forking the project and trying my idea out, if I have time. I'll inform you if I do, and if it works.
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bump for OP.
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>>56527604
Fret not, dear Anon, the people love your work.
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>>56461002
Are you the anon from a thread on /wsr/ a while ago?
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>>56557045
Nope




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