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 FG Lounge 
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Post Re: FG Lounge
Okay WTF just happened to the forums.


Mon Apr 01, 2013 5:35 am
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Post Re: FG Lounge
You need to get around the forums more.


Mon Apr 01, 2013 5:37 am
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Does this happen often?


Mon Apr 01, 2013 5:41 am
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Post Re: FG Lounge
On April First, yes.


Mon Apr 01, 2013 5:42 am
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Data Realms Elite
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Post Re: FG Lounge
Good ol' April fools day. Gotta love it. I sure hope no one planned on rolling today, since if you use an image like a map, you are going to get Nick'd.


Mon Apr 01, 2013 2:11 pm
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Post Re: FG Lounge
CC48 gets double the cage, thanks to his developer status.


Mon Apr 01, 2013 2:35 pm
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I have some big exams in the next few weeks, might get some rolls in, probably not.


Tue Apr 02, 2013 7:46 am
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Post Re: FG Lounge
A certain Ragnarox is preventing rolls. There must be something we can do.


Sun Apr 07, 2013 10:24 pm
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My laziness is preventing rolls. There is nothing I can do.
Well, maybe there is. Expect an Illusia roll some time this week.


Mon Apr 08, 2013 3:03 pm
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Post Re: FG Lounge
POST FOR CA YOU BASTARD


Mon Apr 08, 2013 3:04 pm
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Cool ya jets, bro, I got this.


Mon Apr 08, 2013 11:32 pm
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Post Re: FG Lounge
Well, been a while since I updated my ship design.

Image

But now we have engines. I've moved the reactor around a bit, since it was blocking the placement of the lower engine. There are two rooms near the cargo bay. I'm gonna be adjusting the size of them next time I update. The cargo bay will also have a small shuttle put in soon, so the players don't have to land the ship or dock all the time.


Thu Apr 11, 2013 3:39 pm
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We all need to go into #drlforumgame more often, even if we're just sitting idle.


Sat Apr 13, 2013 3:06 am
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Post Re: FG Lounge
CaveCricket48 wrote:
We all need to go into #drlforumgame more often, even if we're just sitting idle.

Oooone is the loneliest number...


Sat Apr 13, 2013 4:02 am
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I haven't posted for my RtD in a while, but a roll is imminent, because I plan to get one done before I leave for the weekend on Friday, the 10th. I'll be back by the 14th, so hold my calls don't count me as missing for the games that I'm in.

Also, I want to propose a simple solution for creating maps for the purpose of player navigation in RtD. It's oriented around being tile-based, but you don't need any fancy program to do it - Paint is just fine, though I recommend something with some kind of magic wand tool (dare I say Paint.NET) so you can select multiple tiles easily.

Below is what it looks like. If you're totally turned off right away, ignore the rest of the post and go about your business. But if you don't mind it too much, you can read on about the process.

Here, you can see three players being attacked by a group of four goblins. The fact that the players are in fact players is denoted by the bright blue dot in the center of their tiles. The enemies, likewise, have red dots, labeling them as foes. The surrounding color is a personal color - the players vary in color so they can distinguish themselves on the map, and goblins are all green so you know what enemy type they are. The little white dots in their tiles show which direction they are facing. This is not at all necessary, but if you want to incorporate some sense of stealth or line of sight in the game, it's a nice addition.

In this spoiler is explained every step I took to make the map, in order:


The idea of this is to create a tile-based movement/map system that is mappable with the simplest of programs, and is simple while still remaining functional.
Cavecricket, I addressed the fact that your Experimental RtD needed a movement system with rules. This is sort of my follow-up on that, and so it's kind of aimed at you in particular, but really, I made this because I intend to use it, and thought maybe people would adopt it if they liked it.

Comments, suggestions, are welcome, blah blah blah. And if I am met with forum silence, I'll just assume you all agree that my system is the best ever. So ha.
Oh god my pixel drawings probably make me look childish and stupid oh god


Thu May 09, 2013 2:09 am
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