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  1. Sidebar: Mapping Scale - Size does matter! (Part 1 of 2)

    Todayís entry isnít specifically about my groupís journey from a physical tabletop, to long hiatus, to a virtual tabletop with Fantasy Grounds. But my last post about tokens raised some points about scaling that I wanted to explore further. This will be a long post, so get something to drink, settle into a comfy chair and letís get started.

    If you frequent the Fantasy Grounds forum, youíll see people discuss map size from time to time. Usually the discussion centers around the
    Tags: mapping, tokens
  2. RPG Nostaglia

    The Kickstarter edition of the classic Runequest rules just arrived and I discuss my take on RPG nostalgia and what it means for me.
  3. A Neophyte Tackles the FG Extension - Visibility, More Options Please

    Play testing the Effect Visibility Extension indicated more visibility options are required. When effects are only visible to the GM, if a player applies an effect to their character and doesnít see it in the Combat Tracker, they tend to apply it again, and then again. When the GM views the playerís character in the Combat Tracker, the self applied effect could be listed 2, 3 or more times.

    What additional options are needed? Certainly, an option that allows the player to see effects ...

    Updated June 22nd, 2016 at 05:30 by Minty23185Fresh

  4. A Neophyte Tackles the FG Extension - Reducing Copied Ruleset Script

    This time Iíll look at reducing the size of the manager_effect.lua file in my extension. Recall from last time, I copied that lua file, in its entirety, to my extension then added a single line of code to change the default behavior of an effectís initial visibility. Having nearly 1500 lines of duplicate code troubles me.

    Detour: Why is duplicating code bad practice? For one it bloats the size of your program, and for certain languages that can cause decreased execution speed. ...

    Updated June 16th, 2016 at 00:36 by Minty23185Fresh

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  5. Almost a whole month since my last update

    It has been a "little" bit of time since I posted any news here on the progress I have (or haven't) made with the both the Winter Eternal and Weird Wars Rome conversions. So here is the latest "breaking news".

    First, on the Weird Wars Rome front, the modules are now in the hands the Production Coordinator at SmiteWorks and I have fixed the errors that he reported to me and sent back the fixed version. The rate that James has been kicking new products out the door, ...
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