Search found 116 matches
- Wed Mar 22, 2006 5:51 pm
- Forum: Announcements
- Topic: Ranks added to forums
- Replies: 31
- Views: 6023
- Wed Mar 22, 2006 8:41 am
- Forum: Announcements
- Topic: MapTool ALPHA build 99 Release Notes
- Replies: 18
- Views: 3968
- Tue Mar 21, 2006 6:43 pm
- Forum: MapTool
- Topic: Drawables via Scripting
- Replies: 3
- Views: 883
Modifying a drawable probably isn't needed. If you need to modify you could just erase and recreate. The only reason I thought of associating a name with it was to remove it later. I've had several thoughts on how to implement area of effect stuff. One was to throw down a drawable, see what's under ...
- Tue Mar 21, 2006 5:22 pm
- Forum: MapTool
- Topic: Drawables via Scripting
- Replies: 3
- Views: 883
Drawables via Scripting
This might have been covered somewhere else but since I can't find it I'll ask. Will the new scripting functionality be able to draw the standard map tool lines, shapes, and templates? Can we assign them names for manipulation later? Will there be a function to return tokens inside/touching the draw...
- Tue Mar 21, 2006 8:37 am
- Forum: Announcements
- Topic: MapTool ALPHA build 99 Release Notes
- Replies: 18
- Views: 3968
On the adjust grid box.. cool, I got numbers. A couple of things though You have to hit enter in the text entry field to get it to adjust. This took me a minute to figure out. An apply button would be nice. I can't zoom in the adjust grid dialog box. Its probably another mouse wheel thing. A sliding...
- Mon Mar 20, 2006 11:34 pm
- Forum: Ideas for New Applications
- Topic: Character Sheet Tool
- Replies: 309
- Views: 42057
Base Character Sheet vs. Overlay
I'm sorry for the long posts. I've got to vent the stuff somewhere. So to you, my unwitting victems, I apologize. Most game systems start with some base statistics and build on those through the choice of race. The DM/Player further modifies character sheets as the character increases in power throu...
- Mon Mar 20, 2006 11:24 pm
- Forum: Developer Notes
- Topic: Build 99 development
- Replies: 11
- Views: 2392
- Mon Mar 20, 2006 6:50 pm
- Forum: Ideas for New Applications
- Topic: CampaignTool ?
- Replies: 111
- Views: 18006
Re: CampaignTool ?
Sell Them! Fame... Fortune... Riches... <sniff> money? maybe that would finally get my wife off my back about gaming when she saw the $2.50 come in each week via paypal. OK, quick hit. (honest, this one will be under three pages) Custom maps with the grid, drawings, and encounter tokens in place, s...
- Mon Mar 20, 2006 5:46 pm
- Forum: Ideas for New Applications
- Topic: Just Javascript?
- Replies: 12
- Views: 3026
I really like the idea of multiple script language support. It diffuses the initial group learning curve but you're going to wind up with different users with different scripting languages attemping to integrate them together. Should make things 'interesting'. I like the plug-in idea. All that said,...
- Mon Mar 20, 2006 5:38 pm
- Forum: TokenTool
- Topic: Resizing the Token Ring?
- Replies: 10
- Views: 2121
- Mon Mar 20, 2006 5:06 pm
- Forum: Ideas for New Applications
- Topic: Character Sheet Tool
- Replies: 309
- Views: 42057
Here's a long ramble. A character sheet is, at its base, a data repository, possibly with embedded functions. In the end it doesn't matter what's back there, you just want a common interface to it from the Character Sheet Tool. But really the functionality goes beyond that. What would be nice is a g...
- Sat Mar 18, 2006 9:13 am
- Forum: Ideas for New Applications
- Topic: Just Javascript?
- Replies: 12
- Views: 3026
It doesn't matter to me one way or the other as long as I have access to data (and methods) associated with tokens, character sheets, and maps in a user friendly way. The syntax for accessing the data (and methods) should be understandable I have to learn a new scripting language regardless. The rea...
- Fri Mar 17, 2006 3:36 pm
- Forum: Developer Notes
- Topic: Build 99 development
- Replies: 11
- Views: 2392
- Fri Mar 17, 2006 12:20 am
- Forum: General Discussion
- Topic: GhostOrb.com
- Replies: 6
- Views: 1594
I believe generic is the way to go. Give your online comunity the ability to create mods for different games, then see what catches fire. It leverages your time and gives the rest of us geeks something to create and share. Of course, coding generic is often harder the coding specific, but then you w...
- Thu Mar 16, 2006 9:27 pm
- Forum: General Discussion
- Topic: GhostOrb.com
- Replies: 6
- Views: 1594