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December 2nd, 2018, 21:48 #21
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I’ll have to compare “invisible” with “hidden in mask”. If the latter is better, maybe keep a mask section around the border of the map to move the tokens?
Re: pin colours, I’d go further with pin images. Crossed-swords for encounter pins, etc.
Either way, FG is awesome, and I’m just nitpicking now :> .
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December 3rd, 2018, 02:34 #22
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I've experimented with many different styles. One that might work for you is using "pointers". Despite the name, they are shapes (square, cone, circle, and arrows) and they are movable. You can move them the appropriate distance in the hidden portion of the map and players won't see them. Remove the pointed with a right-click "remove this" and activate the encounter from the pin in it's original location.
Because there are three shapes it is relatively easy to keep up to three hidden groups marked using one different shape for each, and they color will match your dice so you can ensure you choose a visible one.
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December 3rd, 2018, 04:38 #23
So I assume you have voted for the idea?
https://fg2app.idea.informer.com/proj/?ia=81597
And the related idea?
https://fg2app.idea.informer.com/proj/?ia=95803
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December 3rd, 2018, 06:01 #24
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For those remembering FG2, for story entries we had the choice to have them grouped in different colours, as well as different styles. I liked this very mich. Maybe we could reuse the art for those pin differentiations?
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December 3rd, 2018, 16:10 #25
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- Sep 2018
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Thanks Gavin. I'll give that a go. I wasn't aware you could have multiple pointers on the screen at once.
Re: moving them on the hidden portion of the map, ideally (IMO) the solution would not be tied to what portions of the map is revealed. "Revealed" to me means the players know the static information in that area (e.g., a map of a dungeon they found on a body), while I move "dynamic" items the players shouldn't "see" (creatures, etc.). Obviously with FG, we have to work with masked and unmasked, which is why the pins seem to be one solution, given they are one of the few things we can "hide" from the players, regardless the revealed status of the map :> .
Thanks again! Great ideas from a number of people, that hopefully will help others than just myself.
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