MapTool 1.1 build 15 Development progress
Moderators: dorpond, trevor, Azhrei
- thelevitator
- Dragon
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Hey there Dorpond! I'm going to try and explain how I did it, although I'm worried that I'm going to look like a dummy because I probably did most of it the hard way.
I used the "mud" background to start the map. I then took a bunch of .png files that I've acquired from the Dundjinni site. I started by creating a cliff base. I took a couple different ones and copied and pasted multiple instances of them. Then I changed their facing and sizing a bit to make them look different. Next, I lined them all up and then changed them to Backgrounds. I just repeated the same process with some foliage and trees and bushes.
I designed it as sort of a repeating canyon, with cliffs on the west side and thick brush on the east. The guys are on horseback, so I wanted a large area in case there was some sort of chase. They are actually walking into a goblin ambush. If the encounter goes too far South I can just move the counters back to the North in their relative positions and keep running the encounter. I don't do screenshots very often, but here's what it looks like. The tokens are small because I wanted a big area. The areas to the east of the bush and west of the cliffs are not available for movement for the players.
I used the "mud" background to start the map. I then took a bunch of .png files that I've acquired from the Dundjinni site. I started by creating a cliff base. I took a couple different ones and copied and pasted multiple instances of them. Then I changed their facing and sizing a bit to make them look different. Next, I lined them all up and then changed them to Backgrounds. I just repeated the same process with some foliage and trees and bushes.
I designed it as sort of a repeating canyon, with cliffs on the west side and thick brush on the east. The guys are on horseback, so I wanted a large area in case there was some sort of chase. They are actually walking into a goblin ambush. If the encounter goes too far South I can just move the counters back to the North in their relative positions and keep running the encounter. I don't do screenshots very often, but here's what it looks like. The tokens are small because I wanted a big area. The areas to the east of the bush and west of the cliffs are not available for movement for the players.
Last edited by thelevitator on Fri Aug 18, 2006 9:38 pm, edited 1 time in total.
"Neither hexes nor squares can confine me!"
James Anthony
"It's all in your head....."
http://www.spelz.net
James Anthony
"It's all in your head....."
http://www.spelz.net
- thelevitator
- Dragon
- Posts: 963
- Joined: Wed May 17, 2006 2:10 pm
- Location: "The Biggest Little City In The World!"
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Sorry about the image changing so much. I was trying different formats and quality settings and going back and forth between my ftp site and my leechftp program. I'm not the mack daddy of techie stuff like you guys!
"Neither hexes nor squares can confine me!"
James Anthony
"It's all in your head....."
http://www.spelz.net
James Anthony
"It's all in your head....."
http://www.spelz.net
- thelevitator
- Dragon
- Posts: 963
- Joined: Wed May 17, 2006 2:10 pm
- Location: "The Biggest Little City In The World!"
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Oh, and please everyone, feel free to call me James. It's easier on the fingers!
"Neither hexes nor squares can confine me!"
James Anthony
"It's all in your head....."
http://www.spelz.net
James Anthony
"It's all in your head....."
http://www.spelz.net
- thelevitator
- Dragon
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- Joined: Wed May 17, 2006 2:10 pm
- Location: "The Biggest Little City In The World!"
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Should I do that here or at rpgmapshare?
"Neither hexes nor squares can confine me!"
James Anthony
"It's all in your head....."
http://www.spelz.net
James Anthony
"It's all in your head....."
http://www.spelz.net
Well if you wanted one for yourself, that would be the gallery 2. You can create your own album for stuff you want to show for examples and such. You can also store stuff at RPGMapshare but that is more of a community site where you save to the preset albums.
If you have maps and mapping objects that you made, put them at RPGMS but if you have stuff specific to RPTools, post it here.
As far as your situation, you did it the same way I would. Without having the "canyon" already made, you had do to it as you mentioned and it worked out very well.
Man, I am pumped! I am glad you are rocking with this stuff!
If you have maps and mapping objects that you made, put them at RPGMS but if you have stuff specific to RPTools, post it here.
As far as your situation, you did it the same way I would. Without having the "canyon" already made, you had do to it as you mentioned and it worked out very well.
Man, I am pumped! I am glad you are rocking with this stuff!
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
- Joined: Mon Jan 09, 2006 4:16 pm
- Location: Austin, Tx
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UPDATE:
OK, I got the movement lock in place. I actually had to change something which has the side effect of making the strict token movement a play-time toggle, so we could actually make it changeable during play.
Couple notes though: it seems that players might get freaked out if they all the sudden can't move tokens. They might think the tool is broken. It seems like a good idea to somehow visually indicate that movement is locked. Perhaps some icon on the display or something.
Thoughts ?
OK, I got the movement lock in place. I actually had to change something which has the side effect of making the strict token movement a play-time toggle, so we could actually make it changeable during play.
Couple notes though: it seems that players might get freaked out if they all the sudden can't move tokens. They might think the tool is broken. It seems like a good idea to somehow visually indicate that movement is locked. Perhaps some icon on the display or something.
Thoughts ?
Dreaming of a 1.3 release
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
- Joined: Mon Jan 09, 2006 4:16 pm
- Location: Austin, Tx
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Those are good locks. The trick is that the lock is a global state for all tokens, so I was thinking like a lock on the map, perhaps in the top middle, or top left. That way it's obvious that all token movement is locked.
Conceptually, what do you guys think, and what do you think would be a good icon ? (Padlock is a valid answer)
Conceptually, what do you guys think, and what do you think would be a good icon ? (Padlock is a valid answer)
Dreaming of a 1.3 release
Well it is hard to say until tested. Maybe you can release it without and see if it cause problems with players - it probably won't be too difficult for you to implement quickly if needed, would it?
I play in the same room but I am trying to imagine what it would be like across oceans.
Nonetheless, I think it would be helpful to see what you have now first and see how it currently works before we can make suggestions.
Thoughts?
I play in the same room but I am trying to imagine what it would be like across oceans.
Nonetheless, I think it would be helpful to see what you have now first and see how it currently works before we can make suggestions.
Thoughts?
Stop sign.. How convenient.. I see how it is.. Anything that resembles a Hex...Phergus wrote:My thought was that the pointer would turn to a stop sign, or something similar, when a Player attempted to move his token out of turn. This would only show when he hovered the arrow pointer over tokens he would normally be able to move.
I like that idea though but would suggest the pointer turning into a lock instead