Show HN: Build your own isometric city
victorribeiro.com
victorribeiro.com
I shared it here the other day, with no much success. Someone in the comments suggested to me that I would provide an example (a map and a texture) right out of the box, so people could try the tool.
Well, here is it.
click with the right button of the mouse and drag to pan
left click place a texture
paint bucket (b) - fills a whole area
eraser (e) - delete tile
eye dropper (d) - select a tile from the map
sava - saves the map as json
export - exports the map as PNG
please watch the videos if you're interested in learning more about the tool:
https://www.youtube.com/playlist?list=PL3pnEx5_eGm88UxHH2Olz...
Also please remember this is a work in progress.
source code here - https://github.com/victorqribeiro/tileEditor
textures adapted from here - https://opengameart.org/content/simple-iso-city-work-in-prog...
Which browser(s) are you testing with?
you need to disable prevent cross site tracking in order to work.
tested with chrome and firefox
so, if your safari browser is setted to "prevent cross site tracking" canvas applications will not work.
this canvas application (and everything I do) don't track people or data.
This is my city. There are many like it but this is mine.
you can export just the city as a PNG under map / export.
I suggest turning the grid off before doing it
Not going to lie, I've put a few hundred hours into playing Cities:Skylines and have never finished a city. One night with this and I've actually made something I'm proud of.
Check my city out!: https://i.imgur.com/10nCtrO.png
It's a ton of awesome art in there, and seems like a huge effort to make use of it!
- Undo! I accidentally clobbered my carefully planned roads while dragging to fill the area adjacent to the road with grass!
- Make it a more intelligent about laying roads when dragging (auto-choose the correct road piece to connect to adjacent road properly) to reduce the tedium of having to choose the tiles manually
- Likewise when flood-filling with something like the concrete-with-railings, it should flood fill the middle with non-railing pieces and the perimeter with the railing on the outside.
- selection mode, drag to select area, copy-paste
It was not clear what the brush menu did, the dialogs with numbers and no explanation were intimidating and nothing interesting happened when I accepted the numbers.
I definitely thinks the UI needs better naming and maybe a total refactor, so I'll keep that in mind.
Something like 9-slicing comest to mind (https://en.wikipedia.org/wiki/9-slice_scaling). If your road was represented by basically a single texture that has 9 equal size quadrants, then you could pull out the 4 corners and two straight sections out of this easily.
That would also lend itself well to the railing sections, where you could pull out the 8 railing pieces from the perimeter, and the one non-railing piece from the centre.
By specifying it as one texture in a coherent and standardized way, you would both avoid both needing to painstakingly declare all the texture metadata, and have a clear system where the similar directional sets can be defined and used in the same way to either flood fill or to make road-like things. (e.g. fences, railroads)
this project is not a city builder, it's a tile map editor, and should be generic enough to acomodate any type of tiles (I talk about that a lot on my videos).
this is something I would really like to do, I think I just need a better way for the user to specify these corners tile.
or, define a standard the texture must follow so it could be imported.
That seems like a funner place to start to build the city around.
That might be a helpful option (if you think other people are going to use it of course, don't waste the dev cycles otherwise.
Seems like a pretty good use case to me.
I would like to suggest a JSON export option.