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Fantasy Grounds Unity Kickstarter Has Launched
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<blockquote data-quote="smiteworks" data-source="post: 7779054" data-attributes="member: 87795"><p>That's a cool map Mistwell.</p><p></p><p>We wanted FG users to be able to build those sort of things as well because map creation was something that was totally ignored in FG up to this point. We only consumed maps or provided pre-built ones up until now. </p><p></p><p>I'm not sure if Roll20 does things the same way or not, but a few features that I think are somewhat unique about our implementation now are these:</p><p></p><p>1: You can easily size things to fit in a specific # of squares (Width x Height) and then start stamping it. This also sets the scale for the current map, and this is used whenever you drag over new maps. For example, if your grid is 75 px x 75 px and you drag over a 100 pixel x 100 pixel tile to the tile tool, you could tell it to be 1x1. Sure, you could just place it and re-scale it, but knowing that 100 px by 100 px should be treated as 75 x 75 will allow you to automatically size all future tiles you drag onto the map until you reset the scale for a new tile. That tile that is 6x2 squares will automatically resize to 450 x 150. </p><p></p><p>2: Another thing we are still finalizing and having shown yet is that you can define LOS, doors and terrain indicators for a tile. Prebuilt tiles will have these preset. That way when you build a map using those tiles, the LOS will be done for you automatically as you build.</p><p></p><p>3: For trees and other terrain, the LOS blocks vision beyond the terrain but not at the outer edge of the terrain. That means that you will be able to see that a tree is blocking stuff behind it without losing the detail of the tree. If you want to have it no longer block LOS (in the case of a creature flying overhead, for instance, you can just click on it to toggle whether or not it blocks. Doors will show the entire graphic of the door (from both inside and outside views) and you just have to click to open it. A next phase will allow us to have locked and unlocked indicators too so you can let players open their own doors if you want.</p><p></p><p>4: We think the FX layers are going to be very popular and powerful.</p><p></p><p>Areas we haven't finished up yet and may not have at Phase 1 would be: Sound and lighting/vision settings. We have several other components that are not ready to show yet but that we think will be unique to our platform when we add them.</p></blockquote><p></p>
[QUOTE="smiteworks, post: 7779054, member: 87795"] That's a cool map Mistwell. We wanted FG users to be able to build those sort of things as well because map creation was something that was totally ignored in FG up to this point. We only consumed maps or provided pre-built ones up until now. I'm not sure if Roll20 does things the same way or not, but a few features that I think are somewhat unique about our implementation now are these: 1: You can easily size things to fit in a specific # of squares (Width x Height) and then start stamping it. This also sets the scale for the current map, and this is used whenever you drag over new maps. For example, if your grid is 75 px x 75 px and you drag over a 100 pixel x 100 pixel tile to the tile tool, you could tell it to be 1x1. Sure, you could just place it and re-scale it, but knowing that 100 px by 100 px should be treated as 75 x 75 will allow you to automatically size all future tiles you drag onto the map until you reset the scale for a new tile. That tile that is 6x2 squares will automatically resize to 450 x 150. 2: Another thing we are still finalizing and having shown yet is that you can define LOS, doors and terrain indicators for a tile. Prebuilt tiles will have these preset. That way when you build a map using those tiles, the LOS will be done for you automatically as you build. 3: For trees and other terrain, the LOS blocks vision beyond the terrain but not at the outer edge of the terrain. That means that you will be able to see that a tree is blocking stuff behind it without losing the detail of the tree. If you want to have it no longer block LOS (in the case of a creature flying overhead, for instance, you can just click on it to toggle whether or not it blocks. Doors will show the entire graphic of the door (from both inside and outside views) and you just have to click to open it. A next phase will allow us to have locked and unlocked indicators too so you can let players open their own doors if you want. 4: We think the FX layers are going to be very popular and powerful. Areas we haven't finished up yet and may not have at Phase 1 would be: Sound and lighting/vision settings. We have several other components that are not ready to show yet but that we think will be unique to our platform when we add them. [/QUOTE]
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