DM Encounter Helper - updated to v0.7

I just want Insideru to know that what you have done is quite simply amazing. I used this last session and it was amazing. Without any doubt in my mind this the best program I have used for 4e. I salute you.
 

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Trust me i have great design ideas for the new dmeh. I have dipped into C++ and it's much more complicated to work with, but i have started to get a good start.

To give you a preview of what I'm trying to accomplish:
* more dialogs on encounter setup, so that the main encounter window is even cleaner and easier to use
* database for monsters, so you can easily build encounters
* easier to handle conditions and effects
* PCs have the same options and NPCs
* much more? :)
I'm excited. I tried playing around with some other encounter helpers recently, but I keep coming back to this. The other ones just don't have the simplicity and array of nice easy to use features that this does. This follows the KISS principles and I love it.

When it comes to Java, i just don't wanna go there. I have never liked it, it's just a matter of personal choice.
While I prefer java for back end code, I definitely agree when it comes to a user interface.
 




I am closing on finishing the design of the main UI, and i am pretty happy with the result. What i can tell you is that the new DMEH will take at least half the screen size of the original one, and every bit of user interaction will be as natural and as fast as it can possibly be. Was it worth it to switch to Qt and C++? 100%! The app flies, seriously it's quick as hell. I am very impressed with it's power and it's capabilities.

It will be nice to have the help of a few guys to alpha test this in a couple of weeks, if anyone is up to lend a hand.
 

It will be nice to have the help of a few guys to alpha test this in a couple of weeks, if anyone is up to lend a hand.
I'd love to volunteer, especially considering my group thinks your program is absolutely top notch!

One of the only problems I've had with the program, is that I'd love to have the option to "reset the encounter" without losing the monsters. For example, what if I clicked start and didn't type something in correctly?

Also, having a button that goes backwards in the round would be nice, as I found I would accidentally click the "next" button twice and thus have to cycle through the whole combat to get back where I started (thus increasing the round number by one).

Oh, and maybe having the option to add an "event" at a certain initiative order that didn't necessarily have stats, like traps, some effect that may happen on round 4, etc. There's another program out there that adds even a built in duration to an effect, so when it's number of turns has expired, it automatically goes away (or you could make it gray itself out with the option of deleting it).

These are just some thoughts and ideas, not demands!

Again thanks for your hard work and I look forward to your super-speedy 2.0 release!
 

Slap me with a punishment for thread necromancy, but this project is simply too amazing to let it slip into the abyss! :cool:

Insideru, how's your progress with the C++ version of your program? Did you get the chance to review the last post I made? I'm up and running another group through some 4E material (this time it's the Essentials adventures) and I thought this would be a great time to check in on this and see where you were at.

Despite the lack of updates, you've already done amazing work and I hope that people have benefited from the older program as much as I have.

Looking forward to the new version still! :D
 



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