Great feedback there Cagon! I'll respond to each comment below:
Cagon wrote:- Finding map tiles is a pain. Building isn’t too bad, just finding a tile I want is tedious. I don’t get the t_xx. I like the tile mapper application much better. Can I use that to build maps or do I need to stick with the mini version?
The tilemapper won't work for IBmini, but can be used for IB2 modules since they can use a single image background image and tiles (IBmini only uses tiles and must be created with in the IBmini toolset). The organization of tiles is meant to be flexible so that builders can create their own "tabs" just by giving tiles a prefix in their filename. The "t_xx" button are generated automatically based on all the filename prefixes found in the tiles folder or the module's attached images (from the module editor). So if you give a tile a filename of "t_bq_chair01.png" (bq for bar quest), it will show up under the "t_bq" tab/button. I'm always open to any other suggestions on ways to make this easy to use, but remain flexible to builders at the same time. Maybe just better documentation (once I get that going) will help?
Cagon wrote:- Not many furniture tiles, don’t like the ultima tiles. What does it take to use the 'free' or open source tiles? I might be too enthusiastic about decorating my dungeons though.
Any tiles can be added to your module via the Module Editor or place them in the override folder while working on your module, but then submit them to me for inclusion in the default/NewModule/tiles folder for all to use.
Cagon wrote:- Lanterna characters tiles are nice.
Thanks, I did those with my Note 3 and "SketchBook for Galaxy". I created a custom tool for android called "IBmini Pixel Art Maker" for creating IBmini art, but I haven't released it officially yet.
Cagon wrote:- Finding an icon sprite for props/creatures/etc. is painful. Takes a while to load and then there is a lot to go through. Something like the tile mapper does would be nice.
Yup, some type of filtering buttons would be nice here...any suggestions anyone on how it should look and work?
Cagon wrote:- All the weapons/spells have a range of 1 by default. Is it supposed to be that way? Do I need to change them all to what I would like? I recommend making the defaults like what the other modules use.
- Healing potion doesn’t work? How do I get it to heal some hp? Haven‘t looked yet. Same as the weapons, make the defaults work like other modules if possible.
I think both of these are due to me not having updated the default starting module to use all the latest and greatest stuff...I'll fix that.
Cagon wrote:- can I have an automated npc fight on my side during an encounter? I want to get into an encounter where kobolds and regular soldiers are fighting. Then the PC shows up and helps them win.
Not an automated one as of yet (I hope to introduce factions, dominate/charm, animal companions, summons, computer controlled friendlies, etc.). You can have NPCs join a battle like I did for Lanterna's ending, but they will be player controlled.
Cagon wrote:- Mover enemies as props are nice!
Yes, that was fun to implement with Karl's help.
Great stuff...keep the suggestions coming