Claneidosyan
March 16th, 2020, 18:11
Hi, lately I've been playing all my sessions with isometric maps and I can't wait to switch to FGU, since the iso grid is looking great!
I've been making some new tests with FGU lately and I wanted to share what I saw.
1) In today's (16-03-2020) release notes I saw a fix in isometric distance calculations, but I think that the diagonal distances are still wrong. I tried with all three diagonal distance calculations in the settings, but nothing changed.
https://i.imgur.com/RaNfr1g.jpg
Also the targeting seems really off with bigger tokens
https://i.imgur.com/VsYVtOw.jpg
Here I'm targeting the dragon from the player, and it creates a distance in the wrong direction
https://i.imgur.com/FaNHBgz.jpg
https://i.imgur.com/ayRMHoI.jpg
2) Right now the token scaling starts from the center of the token. Since isometric token usually have their base at the ground level and are usually bigger than just their base, when putting one on the map, it usually starts really small and you have to resize it to the correct position.
Because of their base, when resizing a token with no extra borders, since the tokens scale from the center, the resized token is usually scaled wrong:
32163
Modifying the tokens to make sure that the center of the base is at the center of the image, solves this problem (all the tokens shown in the screenshots are modified with the transparent padding to make them scale precisely with the colored base on the grid), but creates new problems:
https://i.imgur.com/dioJiR9.jpg
In particular there's the fact that now tokens can cover other tokens with their transparent padding, so it's more difficult to select the tokens you want to select. In FG classic to select a token you couldn't select a token when clicking on the transparent parts of the images, so making this change in FGU could solve this issue.
But there are more issues, like the positioning of effects and HP on the token.
https://i.imgur.com/b2Yu5f7.jpg
Since the dragon is big, the transparent padding makes it even bigger, so the effect and life indicator are really far from the token (you can see them in the blue part of the map, at the lower angles of the picture), but you can see the same issue with the player tokens in the previous images.
The ideal solution could be the possibility to choose the scaling center of the tokens (as an option inside FGU to do it on the fly, or maybe a parameter to add in a xml definition for each token?), in order to avoid useless padding and to ensure correct scaling. This could be extended as a way to define properties for the tokens to function better in isometric grids (like defining the position of the whole base, so the token is automatically scaled to the correct dimension of the grid instead of using the whole image dimension and having to resize it every time).
Now I understand that this is probably not a priority, so a good solution in the mean time could be just making the transparent part of a token non selectable and for the positioning of the status and HP indicators... no idea :P
3) Pointers are still not isometric. Circles, squares and cones proportions could be linked to the proportions of the grid?
I'm attaching one of the tokens I used in the tests (with the permissions of the artist), if you want to reproduce the behaviour.
https://i.imgur.com/p9EaWXh.png https://i.imgur.com/YPJTU7R.png
I've been making some new tests with FGU lately and I wanted to share what I saw.
1) In today's (16-03-2020) release notes I saw a fix in isometric distance calculations, but I think that the diagonal distances are still wrong. I tried with all three diagonal distance calculations in the settings, but nothing changed.
https://i.imgur.com/RaNfr1g.jpg
Also the targeting seems really off with bigger tokens
https://i.imgur.com/VsYVtOw.jpg
Here I'm targeting the dragon from the player, and it creates a distance in the wrong direction
https://i.imgur.com/FaNHBgz.jpg
https://i.imgur.com/ayRMHoI.jpg
2) Right now the token scaling starts from the center of the token. Since isometric token usually have their base at the ground level and are usually bigger than just their base, when putting one on the map, it usually starts really small and you have to resize it to the correct position.
Because of their base, when resizing a token with no extra borders, since the tokens scale from the center, the resized token is usually scaled wrong:
32163
Modifying the tokens to make sure that the center of the base is at the center of the image, solves this problem (all the tokens shown in the screenshots are modified with the transparent padding to make them scale precisely with the colored base on the grid), but creates new problems:
https://i.imgur.com/dioJiR9.jpg
In particular there's the fact that now tokens can cover other tokens with their transparent padding, so it's more difficult to select the tokens you want to select. In FG classic to select a token you couldn't select a token when clicking on the transparent parts of the images, so making this change in FGU could solve this issue.
But there are more issues, like the positioning of effects and HP on the token.
https://i.imgur.com/b2Yu5f7.jpg
Since the dragon is big, the transparent padding makes it even bigger, so the effect and life indicator are really far from the token (you can see them in the blue part of the map, at the lower angles of the picture), but you can see the same issue with the player tokens in the previous images.
The ideal solution could be the possibility to choose the scaling center of the tokens (as an option inside FGU to do it on the fly, or maybe a parameter to add in a xml definition for each token?), in order to avoid useless padding and to ensure correct scaling. This could be extended as a way to define properties for the tokens to function better in isometric grids (like defining the position of the whole base, so the token is automatically scaled to the correct dimension of the grid instead of using the whole image dimension and having to resize it every time).
Now I understand that this is probably not a priority, so a good solution in the mean time could be just making the transparent part of a token non selectable and for the positioning of the status and HP indicators... no idea :P
3) Pointers are still not isometric. Circles, squares and cones proportions could be linked to the proportions of the grid?
I'm attaching one of the tokens I used in the tests (with the permissions of the artist), if you want to reproduce the behaviour.
https://i.imgur.com/p9EaWXh.png https://i.imgur.com/YPJTU7R.png