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View Full Version : Beta Release v4.3 - Dice Feedback



Zarestia
September 29th, 2022, 18:42
Custom dice packs will be made temporarily available to all users with license keys during the beta testing period

How? When I click on a custom die, I get forwarded to the shop and nothing changes?

I remember hearing several talks about that there will probably (EDIT: maybe) a free basic custom dice set for everyone. Now, it reads and looks like the whole feature is paid-only.
BIG DISAPPOINTMENT if that is true.

-- The API additions and the source of errors is good though

EDIT: MW edited that custom dice are currently not available, so ignore my first questions.

Moon Wizard
September 29th, 2022, 18:57
The custom dice were always planned to be a paid-only feature, as far as I know.
Did you hear differently from another statement? I just want to figure out where any misunderstanding might be coming from, and ask internally about it if it was someone else.

We have a mechanism in place to showcase custom dice on a temporary basis, so that we can rotate granting access to certain custom dice temporarily. We are planning to do that to allow users to preview some of the custom dice packs during play. This mechanism is the one we are working on using to share dice during the beta test, but is currently not working as intended.

Regards,
JPG

Moon Wizard
September 29th, 2022, 19:06
Also, the showcase mechanism has been adjusted, and any Standard/Ultimate license holders should now see dice available to try out.

Regards,
JPG

jharp
September 29th, 2022, 21:31
Don't know if this is a bug or not but Dice Color Body and Text has not effect on non-default dice. I suspect this is as expected.
Pointer Color doesn't seem to have any effect anywhere but maybe I don't know what it should affect.

Jason

Zacchaeus
September 29th, 2022, 21:34
Don't know if this is a bug or not but Dice Color Body and Text has not effect on non-default dice. I suspect this is as expected.
Pointer Color doesn't seem to have any effect anywhere but maybe I don't know what it should affect.

Jason

The colours can be changed on any dice with the colour palette icon

Zacchaeus
September 29th, 2022, 21:35
Oh, and pointer colour is working for me.

jharp
September 29th, 2022, 21:38
k. The pointer color was different than I was thinking so I was just wrong.

Thanks on the palette icon info.

Jason

Zarestia
September 29th, 2022, 22:07
The custom dice were always planned to be a paid-only feature, as far as I know.
Did you hear differently from another statement? I just want to figure out where any misunderstanding might be coming from, and ask internally about it if it was someone else.


https://youtu.be/ow8nQ3FSQOY?t=545

https://www.fantasygrounds.com/forums/showthread.php?74573-Doug-s-Mid-Week-Sneaky-Sneak-Peek&p=657937&viewfull=1#post657937

Two times a "may", sad that it didn't come to this. Maybe the feature after sounds I can/will use.

jharp
September 29th, 2022, 22:14
[ignore]

Egheal
October 1st, 2022, 06:21
Here are my thoughts about the new dice feature:

- They are very nice but on my 2560X1440 monitors they are very small. This was not a problem without the new effects but it is now.
The perseved size at /scaleui 120 is the minimum to start enjoying the effects. Scaleui 200 let see the new dices in all their glory. But of course it is not an playable option (I use scaleui 80 for a maximum of playing space).
If you go full new skins (special symbols on dices) it will be very annoying to try to decipher the symbols on those small dices.

- The magical effects (aura, trails, rings...) seems too bright on my monitors, even dark ones if it make sense. The readability of the effects could be better with a decrease of the overal brightness of those effects (if possible consider giving use a slider to modify this parameter).

- concerning the customisable dices: it could be nice to be able to return to a default color (I am struggling to find colors that seems to be real metals).

Anyway thanks for this most wanted feature, I'm very happy to see this kind of improvement in FG (like sounds and WebM support ;)).

eriktedesco
October 1st, 2022, 08:40
Here are my thoughts about the new dice feature:

- They are very nice but on my 2560X1440 monitors they are very small. This was not a problem without the new effects but it is now.
The perseved size at /scaleui 120 is the minimum to start enjoying the effects. Scaleui 200 let see the new dices in all their glory. But of course it is not an playable option (I use scaleui 80 for a maximum of playing space).
If you go full new skins (special symbols on dices) it will be very annoying to try to decipher the symbols on those small dices.

- The magical effects (aura, trails, rings...) seems too bright on my monitors, even dark ones if it make sense. The readability of the effects could be better with a decrease of the overal brightness of those effects (if possible consider giving use a slider to modify this parameter).

- concerning the customisable dices: it could be nice to be able to return to a default color (I am struggling to find colors that seems to be real metals).

Anyway thanks for this most wanted feature, I'm very happy to see this kind of improvement in FG (like sounds and WebM support ;)).

I agree with Egheal regarding the magical effects. They are too bright and their mesmerizing effect (they are wonderful) tend to be lost in the clear background of the chat. A slider controlling the brightness level of the magical effect/auras would be nice...otherwise a slightly darker chat background would be a solution (maybe?).

Sounds and WebM support will be implemented with this FGU version (4.3)? I was hoping so.

Thank you very very much for your hard work and alway welcoming/working on oru crazy requests/desires.

Nonimo
October 1st, 2022, 13:45
Very lovely effects! I'd say for the "Aura" set though, it seems to disappear far too fast. Perhaps make it so that the effects pop one last time when the dice stops rolling?
Like that "Ring of Elements" set, it has that slow fade of the effects as the dice fades, it gives the runes that popping effect when the light show subsides.
And I don't know if it's against the current design mantra for the dice packs but perhaps make it so you could mix and match dice textures/colors with dice effects? That ammount of customizability would be brilliant!
I was also wondering if it was discussed or maybe planned at dice with effects would have some extra "pop" or "fizzle" when they hit a nat 20 or nat 1?

Jiminimonka
October 1st, 2022, 13:48
The dice need to work on any colour background, at the moment, those effects are lost on a pale background. Otherwise, very nice!

Egheal
October 1st, 2022, 13:58
Sounds and WebM support will be implemented with this FGU version (4.3)? I was hoping so.

Sounds are on their way (starting with an official Syrinscape implementation), but WebM is not, it was only wishfull thinking on my part, sorry for that.

eriktedesco
October 1st, 2022, 15:07
Sounds are on their way (starting with an official Syrinscape implementation), but WebM is not, it was only wishfull thinking on my part, sorry for that.

Well...one step at a time. Sounds is already good enough right now.

I tested the dice with the dark theme and they are astounding!!! At tad to fast as specified by Nonimo.

Camberme
October 5th, 2022, 22:30
In foundry when you roll the lowest or highest on a die a "special" effect can happen, is there a way to code those? Many systems do different things, but almost all have "something happen" when either side of max is rolled, some systems have exploding dice, while yes we get to see more dice roll, an "exploding" effect would be nice. When I roll a crit 20, in a game system a flash or something would be nice. An option for "special" effects for events like gm's in fg con, or winners of contests would be nice?

anstett
October 5th, 2022, 23:16
Checking that the boilerplate "Requires: An active subscription or a one time purchase of a Fantasy Grounds Unity license and any ruleset." does not actually mean Demo users cannot use/purchase dice sets.

I believe that the intent was for Demo players to be able to use them in a campaign hosted by someone with a license.

Thanks,

BOB

Moon Wizard
October 6th, 2022, 05:00
Yes, Demo players will be able to purchase dice, which are tied to a user account. The store pages up right now are just placeholders during the beta.

Regards,
JPG

FrodoB
October 6th, 2022, 09:16
I fiddled around with the dice a bit and some of the effects don't seem to bright, but too fast. Similar to how some map effects are absolutely unwatchable at speeds above 4%, some of the glow effects are less "Mysterious, pulsating light" and more "Hyperactive Firefly".
"Magical Charge - Earth" is one such example, as is "Spinning Elements - Storm". It just seems a little bit too fast in animations overall, giving it a very restless vibe.

bmos
October 6th, 2022, 15:10
I fiddled around with the dice a bit and some of the effects don't seem to bright, but too fast. Similar to how some map effects are absolutely unwatchable at speeds above 4%, some of the glow effects are less "Mysterious, pulsating light" and more "Hyperactive Firefly".
"Magical Charge - Earth" is one such example, as is "Spinning Elements - Storm". It just seems a little bit too fast in animations overall, giving it a very restless vibe.Agreed! I'd personally love to see an effect speed option along with a slower default and slower dice rolling animations.

Egheal
October 8th, 2022, 16:49
The new update is a great improvement, bigger dices, possibility to place the set everywhere we want... Thanks guys, it is awesome!