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Make All Published Maps Cloneable

The thing that has always made Inkarnate special has been its collaborative foundation. There are plenty of other map making tools that have no sharing function, and can replicate much of what Inkarnate can do. The Explore tab used to be more than a gallery, it was a place where map makers and DMs/GMs could find maps that are close, clone them and modify them to fit their needs - assuming they lacked the skill to create impressive maps in the first place. Inkarnate has shifted away from its foundation, though. As a result, many have returned to the old way of Googling the maps that they need, because it provides a much larger selection and an increased likelihood of finding a fitting map. The problem I am talking about is Patreon. It is completely understandable that people want to monetize their work, but the result is that a large majority of the explore tab is no longer usable, or adaptable. Instead, it has become a place for Patreon promotions. I strongly believe Inkarnate would benefit greatly, and reclaim many of its lost subscribers, if ALL published maps were cloneable. Creators can still freely mark their work and promote their websites, but users could still adjust those maps for their specific needs - which again, is the heart of what made Inkarnate so collaborative and popular in the first place. I am not asking to limit creators; if custom assets are used, those will obviously be lost upon cloning, and sure, a creator can make the entire map a custom asset so that it is effectively not cloneable, but that really comes down to a question of character I suppose. If all maps were cloneable, those of us who have been driven away from Inkarnate (I stay because I too make maps for others) would return because it would once again be the best place for TTRPG maps. Unfortunately, due to the influx of Patreon promotions and non-cloneable (paywalled, effectively) maps, that crown has returned to Google Images.

Mickey Hopson about 22 hours ago

1

Feature Request

Incorrect handling of the 15,000 Asset limit

This is an interesting bug that came to light when the total number of assets behind products—which were published and subsequently unpublished—reached 15,000, making any further uploads impossible. As it turns out, this bug is strange because products that are published and then unpublished shouldn't count towards this total. Essentially, there are assets taking up space in this 15,000 limit that shouldn't be taking up space at all. This raises a question and a strong suspicion: What if every asset takes up space in this 15,000 limit, including the ones that belong to actively published products? This is a highly important question, because an active Creator could soon hit a brick wall since the system is mismanaging which asset belongs where. I suggest raising this limit to 25,000 until the bug is fully investigated. Meanwhile, on a test server, we should lower the limit to 500 (or a similarly low value) to test exactly what counts towards the limit and what doesn't. In this specific case, I wouldn't just trust reading the code; I highly recommend manual testing instead of simulation so we can see exactly where and how the actual bug occurs.

Benjamin Weisz 2 days ago

Bugs

Let Shadows Point in a Direction (rotation and stretching)

Why is this important? Creating striking dawn/dusk maps with dramatic shadows currently takes a ton of manual work per stamp. Realistically only "super users" have the patience for it, leaving everyone else with flat, “boring” shadows 😥. I also love using the option for solid (non-blurred) shadows, but often, that just makes things look wrong, like they're floating instead of grounded. Why should you consider it? I think this feels totally doable with some basic transform math + object cloning behind the scenes. I mocked it up by hand for the examples below. It'd let way more users create striking, fast directional lighting without needing pro-level tricks :) What could this look like? Simplest version: a rotate slider + squish/stretch transform sliders added to the shadow options. Lets users align a shadow to an object's base and stretch it toward the light source for that dramatic sunrise/sunset look — without extra work for stamp makers or over complicating the feature. For battlemaps (top-down view) this breaks down for things like trees; aligning + stretching to the base gives the shadow the wrong origin point. Fix: an optional mask, centered on the stamp, positioned opposite the shadow's rotation angle, that hides the part of the shadow that the object itself would be blocking. The mask should probably default to centered on the stamp, but a stretch goal could be letting users nudge its origin point manually. Visual examples:

Moop 2 days ago

1

Feature Request