Thanks very much for this, I'll give it a shot :)
--- In [email protected], Gary Krockover <[EMAIL PROTECTED]> wrote:
>
> I know that for myself (and I think most others here), we learned
how to do it by grabbing a few existing modules, playing them to see
how they work as a finished product, and then open up each in the
VASSAL editor to see what the designer did to make it work as it
does.
>
> When you edit a module, the first thing you'll notice is that
everything is listed as sort of a hierarchical "tree". The 'Map' is
listed and that expands to possibly show a grid which possibly
expands to show hexgrid numbering. Below that somewhere is
a 'pieces' list which will expand to show various categories and so
on. Traits are applied to each piece, etc, etc.
>
> The most important thing inside of the editor is the help file
which you can access by clicking on the icon on the top right (I
think it is). That has all the information that you need, though you
may not think so at first. :) It just takes a little bit of
experimenting. I simply started tweaking existing modules by adding
new pieces, and then adding traits to those new pieces and seeing if
it was working when I'd launch a new game. And then I'd do some
other things, add a map perhaps. Until finally I figured that I
could start a module from scratch.
>
> I think that's the key to getting going with your module.
>
> Good luck!
> GJK
>
> At 03:15 AM 10/13/2006, you wrote:
> >I'm probably being lazy here, or stupid, or possibly both, but I'd
> >really like to create a module for that classic Series 120 game
> >Asteroid. I have no idea where to start. Is there a manual on how
> >VASSAL works from the module creation perspective, or are you all
just
> >natural geniuses? :)
>
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