Hi Randy,

Don't forget to delete out the old map if you put in a new one with a different 
name!


Also, try turning Dithering off when you reduce the map to 256 colors. If yor 
intial artwork has flat colors, you will end up with flat colors in the final 
image (as opposed to the heavily dithered/stippled colors you have now). You 
will find that this will significantly reduce the size of your saved map.


>I think the counters are looking pretty darn good at this point.
>Gary's suggestion to go to 65x65 counters was most of a day's work
>today, but looks terrific, in my unbiased opinion. I've uploaded the
>latest version to the Modules page. Let me know what you think of the
>changes.

Yep, they look good. If you have the original artwork, that is definitely the 
easiest way to go.

I save my original images in one directory and use an Excel spreadsheet to 
build up a batch conversion script using Imagemagick. Then, if I need to make 
all the counters smaller or larger, or add a border, or whatever, it takes 
about 5 minutes to change the spreadsheet, recreate the batch file and 
re-convert all of the counters.



>I guess I'll be showing my ignorance (which stems from having little
>experience as either a mod designer or VASSAL user), but I'm unclear
>on what sort of functionality is expected or considered nice. Since
>I'm used to playing live while talking via Skype, I've never thought
>much about the movement reporting and so forth, since we're keeping
>each other pretty well informed by voice.
>
>I would think that echoing something like "Russian Player moves 2 Don
>Cossack from 1243 -> 1343" for every piece moved would be awfully
>noisy. Do people like this in a mod?


Probably not needed for on-line play. Essential or Play by mail play. Depends 
who will be using your mod.



>By status layers, do you mean some kind of overlay or alternate image
>that shows a unit's broken or out of supply or something? 


Yep, some games have heaps, some have none.

> If so, I'm not sure there's much of that in this game other than the layer 
> used
>to flip the counters over. Maybe I'm missing what you mean.


No, sounds like you don't need 'em.



>Soon I may be soliciting advice on how best to handle all the things
>like Game Turn Track, Resource Track, and other status boxes. I
>clipped out the images for each from the board just in case I want to
>use them on separate maps. Do you think my handling of the
>"Activation Chit Pool" as a deck is the right way to go? I need to
>add the ability to return them to the cup, but I feel like it's a
>start.


Your activation chit handling looks good. What happens when you pull a chit? 
I've done a couple of game where the chits are used to activate units on the 
board that can then get moved. I have a Global key command on the chit that 
Activates all of the associated units on the board by activating a later that 
draws a yellow border around the counter. The yellow border is then turned off 
automatically whenever you move a unit or use certain key commands on it. A 
'Deactivate All' button is used to tidy up when the activation finishes.



>Anyway, I appreciate all the advice so far. Take care.


Cheers,
Brent.

>Randy...
>

____________________________________________________________
Brent Easton                       
Analyst/Programmer                               
University of Western Sydney                                   
Email: [EMAIL PROTECTED]



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