Black Scrolls Medieval Fantasy Castle Tile Pack for Fantasy Grounds Unity

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  • เผยแพร่เมื่อ 8 ต.ค. 2024
  • Doug Davison does a walkthrough of the asset pack that comes with this product and how you can use it to make your own in-game castles, complete with a predefined line of sight.
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ความคิดเห็น • 29

  • @summertime7784
    @summertime7784 4 ปีที่แล้ว +6

    We need to have the Token lock reactivated. that is such as a life saver for a DM. specially for beginner players

  • @WarrenLaFrance
    @WarrenLaFrance 4 ปีที่แล้ว

    @Doug, great demo..

  • @chriscb65
    @chriscb65 4 ปีที่แล้ว +3

    Amazing tiles, really nice feature. But you really should change the way you move the map and use, like everywhere else, scrollbars.

    • @Zacchaeus55
      @Zacchaeus55 4 ปีที่แล้ว

      I actually find it easier to hold the middle mouse button and drag to pan the map; but each to their own.

    • @chriscb65
      @chriscb65 4 ปีที่แล้ว +2

      @@Zacchaeus55 Yep, that's the point. Each to their own and for me, it's a reflex I don't have because all classic GUI use left click and drag or scrollbars to move an image into a window.

    • @eadorin1554
      @eadorin1554 4 ปีที่แล้ว +1

      @@chriscb65 I 100% agree. Good UI design states that unless you have a really cool new way of doing something that you couldn't do a normal way, then you don't change the status quo. My mouse doesn't have a middle button and that stupid little crosshair is annoying AF. Scrollbars or even a hotkey modifier for Panning around would be great. (Hold ALT + drag around on the map). (maybe it's already there but I haven't seen it.)

  • @nivro4128
    @nivro4128 4 ปีที่แล้ว +3

    It doesn't automatically snaps to grid (I set the grid to 100, like to video). Other than that I love the set. Could anyone help me with it? FGU Ultimate version.
    Edit: Got it to work.

  • @CelestianGC
    @CelestianGC 4 ปีที่แล้ว +2

    Use middle mouse to slide around your view in images ;)

    • @FantasyGrounds
      @FantasyGrounds  4 ปีที่แล้ว +1

      I know, I know. My mouse has been flaky lately so it doesn't always work for me.

  • @00luismiguel00
    @00luismiguel00 4 ปีที่แล้ว

    looks great!

  • @joony02
    @joony02 4 ปีที่แล้ว +1

    it seems amazing. Will this be coming to steam too?

    • @FantasyGrounds
      @FantasyGrounds  4 ปีที่แล้ว

      We are still working with Valve to figure out the best way to share DLC between FG Classic and FG Unity.

  • @riskyanalysis5479
    @riskyanalysis5479 4 ปีที่แล้ว

    I went looking in the store, but couldn't find it. Do you have a similar pack for futuristic and modern campaigns available? Thanks for the great tuts by the way, they have helped immensely.

    • @FantasyGrounds
      @FantasyGrounds  4 ปีที่แล้ว +1

      A link to the store product is in the video description. We have two Starship tile packs we will be releasing soon. They have already been sent out to Kickstarter Backers.

    • @riskyanalysis5479
      @riskyanalysis5479 4 ปีที่แล้ว

      I'll keep an eye out in the store for the Starship packs. Currently considering the Meander's Spaceport pack, at the moment. Seems to fit the bill of what I may need, will just have to see.

  • @coolboy9979
    @coolboy9979 4 ปีที่แล้ว

    Just a question: Can players also now open and close doors? And are there also locked doors? Maybe making a little "locked" sound when trying to open it.
    I remember that you said in the comment section below the door video that you wanted to add locked doors and players be able to open/close it

    • @Zacchaeus55
      @Zacchaeus55 4 ปีที่แล้ว

      Yes players can open and close doors - provided they aren't locked. The DM can lock a door by SHIFT-clicking on the door.

    • @coolboy9979
      @coolboy9979 4 ปีที่แล้ว

      @@Zacchaeus55 Oh great thanks! Love that feature to be honest

  • @MrMagyar5
    @MrMagyar5 4 ปีที่แล้ว +1

    OMG release the content already.. I am waiting just throw money at you!!!

    • @FantasyGrounds
      @FantasyGrounds  4 ปีที่แล้ว +2

      It's live now in the store. Go get IT!!! :D

  • @misterright4528
    @misterright4528 4 ปีที่แล้ว

    It doesn't seem to account for the torches on the walls? And how does it account for light sources like a light spell which have normal light out to 20feet and dim light for another 20ft

    • @FantasyGrounds
      @FantasyGrounds  4 ปีที่แล้ว +2

      Those torch lights are baked into the graphics for the tiles and are not mechanical. Lighting & vision support is something that will be added to FGU at a future date.

  • @Vizeroy9
    @Vizeroy9 4 ปีที่แล้ว

    It's a bit annoying that you have to create a campaign to use the map editor... that most often puts me off, when I just want to play around with the editor a bit.

    • @FantasyGrounds
      @FantasyGrounds  4 ปีที่แล้ว

      We need some place to save your work. I keep a generic test campaign I use for playing around. CoreRPG works for this.

    • @Vizeroy9
      @Vizeroy9 4 ปีที่แล้ว +1

      @@FantasyGrounds Dumb me would just say to store the maps in project folders in a format associated with FG to open the maps via double click, or simple "open file" dialogue in FG

    • @Vizeroy9
      @Vizeroy9 4 ปีที่แล้ว

      @@FantasyGrounds The thing is, I'm a huge fan of simplicity and not putting any hurdle in the way.
      a simple menu button "map editor" wouldn't even change anything about your strategy on how to save the maps. The map editor just has to use a generic "maps" folder, or / and let the user choose where to save the map.
      Maps usually don't come with any set group or even a certain ruleset for any game.
      You could even omit loading most of the standard FG bits.
      The whole main UI and dice rolling support, or even the server module don't have to be loaded, if you just want to create some maps.
      It's actually a complete waste of time.
      My current experience looks like this:
      1) grumbingly setting up a campaign for a system, I don't play.
      2) wait for the endless loading screen to finish
      3) rummage around in the old UI to find the map editor button - no chance without a tutorial.
      4) Finally try out to right click in the "maps" list to create a new map.
      5) swear out loud when the map editor is a pop-in window, confined to the same FGU main window.
      6) swear again as I realize, the bottom row icons don't have a mouse over text, but some kind of functionality.
      7) swear out a third time when realizing, the greyed out items aren't deactivated, but just the not selected ones.
      So as much as you have changed with the Unity engine, you still have the same old UI with its... own ways of thought about usability and I'm still confined to the main window and can't move the editor out of the way to my second screen. I have to extend the whole main window, which has its own drawbacks.

  • @MichaelWilliamsMilke
    @MichaelWilliamsMilke 4 ปีที่แล้ว

    I bought this, and it's pretty great. There is only one thing off about it. And it's pretty off. The doors all have half of a empty white box attached to them. So.. I'm not sure how to use them. So every door will have an empty white box next to it? Or what. It's annoying.

    • @DougDavison
      @DougDavison 4 ปีที่แล้ว

      Can you send a screenshot of that to support@fantasygrounds.com? We can get that over to a Dev to correct.

    • @MichaelWilliamsMilke
      @MichaelWilliamsMilke 4 ปีที่แล้ว

      @@DougDavison Yea. I'll do it right now. Been playing with these all afternoon. They're so fun.