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sentry0

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Everything posted by sentry0

  1. You can click on the beta link below for your device type. Be warned, that you cannot have the production (2.0.1) and Beta versions on the same device. You will lose your loaded characters if you switch to the Beta track. Android Beta - https://play.google.com/apps/testing/com.herogmtools Apple Beta - https://testflight.apple.com/join/VnuJAmln
  2. It's factored in by the app. The die will only display what the end result is.
  3. One more visual enhancement I put in is better handling of partial dice. Partial dice are called out more clearly on the result screen. Here's a doctored screenshot with some notes about the improved result screen. Note: The improvements are not in the beta builds yet; next build will have them.
  4. I pushed a new build with the following changes. Added a hexgrid to the app background Fix a bug with target DCV's not appearing on hit results Fixed an issue with characters that are corrupt/not a zip I'm calling this a release candidate and plan on pushing it to the app stores this weekend, barring any serious bug reports.
  5. A new build is incoming to address some lingering issues with the UI. What you can expect. The home screen has been redesigned Added icons to the drawer menu Added dice to the dice rollers Removed the main subheading on the view character screen Fixed a bug on the hit screen w/rolling multiple hits The characters screen now prints by character name, not file name Fixed an issue with the notes screen See the attached screens for the look and feel updates.
  6. New builds are coming down the pipe in the next day or so... Here's what to expect. Added dice to the dice rollers The status dialog is now more stable and less hidden behind the keyboard Fixed several issues with the combat screen Top navigation tabs are larger and easier to press
  7. I just pushed an update that addresses several issues with viewing characters. These updates are currently pending review so please be patient while they head through the various app store review processes. The 2.1.2 version should hit your devices within a day or so. I think all the egregious bugs have been fixed but I could use some help verifying. Thanks to those already in the beta programs 😁
  8. Thanks, the re-sizing is on purpose. I apply a linear scaling technique using this humorously named library - https://www.npmjs.com/package/react-native-size-matters I have a bunch of bugs to squash in the new HSM app by the looks of things. It's a bit of a trainwreck right now 😒
  9. I just pushed an update to the app. I found several issues with importing characters that I fixed. There's still some strange behavior on the import screen I'm tracking down, but it's better than it was now.
  10. The Hero System Mobile app has gone through a significant amount of changes in the latest update. From a user perspective, the interesting bits will better support the 5th edition of Hero. Here is what you can expect there. Fixed Mental Defense totals (https://github.com/slackdaystudio/hero-system-mobile/commit/b303c7f538ea1047f3d7a6eb7a81dde72d885d0e) Fixed Elemental Control costs (https://github.com/slackdaystudio/hero-system-mobile/commit/fdd73854a0179a7156b36c5703b7de13543015e6) Added support for No Figured Characteristics (https://github.com/slackdaystudio/hero-system-mobile/commit/e68860bce0ead9e68f352e2b1762b270a55fecec) Here are some general fixes in the patch. Fixed a bug with HKAs and adders (https://github.com/slackdaystudio/hero-system-mobile/commit/28d45c84ef9a716a0591a319428616200b139dd5) Stylized the gutters on switches so they are more visible (https://github.com/slackdaystudio/hero-system-mobile/commit/48ce09d79b4926aba8c82fe3f73b88c91d27ca2a) Now, that’s what you can look at and play with. Under the hood, I significantly rewrote some areas and upgraded many libraries. I am starting a beta program to test the under-the-hood changes before I unleash the latest code on the app stores for general consumption. You can help by testing the app by joining the open Beta for iOS or Android. I'll post the beta links at the end of this post as they come in. As always, leave bug reports in this thread or DM me directly. Bad crashes should prompt a crash report, so please take the time to file one. It does help to receive them. Thanks so much for your patience while I got this patch sorted, and happy bug hunting. PS: I do most of my in-depth testing on an Android phone, so I could use some help from the iOS side of the fence. Beta Links Android Beta - https://play.google.com/apps/testing/com.herogmtools Apple Beta - https://testflight.apple.com/join/VnuJAmln
  11. Gemini is a self-contained game, and you don't need to learn OpenD6 before reading Gemini. All of the rules to play Gemini are in the core book, which is currently clocking in at a svelt 130 pages. I have made significant rules revisions in some places, and Gemini should not be considered 100% compatible with the core OpenD6 books (Space, Adventure, Fantasy). You can adapt those books and related supplements into Gemini if you want, as much of Gemini originated from those books. Think of Gemini as a branch on a tree where OpenD6 is the trunk. If you would like to learn about OpenD6, you can get the core OpenD6 books for free here - https://ogc.rpglibrary.org/index.php?title=OpenD6
  12. Just to close this loop for people watching, here is a side-by-side comparison of the new typesettings vs. the old. I think it's more readable now.
  13. Great info. I have reduced the font size and line spacing, so that's some low-hanging fruit I can pick off for you. The logo on the pages has given me grief before too so I can look into that. I'll message you via the site with a tweaked Introduction once it's ready for you to have a look at.
  14. Nothing is set in stone at this point, including the fonts. Fira Sans was chosen as the main body font because it is allegedly easily read on various devices - https://fonts.google.com/specimen/Fira+Sans/about Oribitron was chosen for the headings because it is stylized. Which font(s) are giving you difficulties? Send screenshots of your devices to me, please, especially the phone.
  15. I created a video about what it's like to build a power in Gemini. I used Gemini Studio to build the power as it's the easiest way to build. The app is in alpha right now for Android and iOS. If you are interested in joining send me a message with your email and target device, and I'll add you to the appropriate alpha.
  16. I recently purchased https://www.herogames.com/store/product/1056-the-void-pdf/ for $2. It's a light read for a bunch of space opera-esq ideas set in a specific region of space (The Void) that I think have some cool ideas that would fit nicely into what you describe. It's crammed full of ideas for a region of space you could conceivably use as a setting (with work) or just as a stop along the way on your travels. Worth $2 IMO.
  17. Hey all, I will shed some light on Gemini for people to understand it. Gemini is my passion project that I’ve been picking away at for a few years now. It started as a Rifts conversion to OpenD6 that I ran for fun a few years ago. During that playtest, I realized that the ‘Special Abilities’ system in OpenD6 was a little anemic in some regards (and super overpowered in others). My perspective was mainly influenced by my years of playing Hero. I liked much of the speed and simplicity of OpenD6, and I knew I wanted to merge the two somehow. That led me down the path to something called Chimera. Chimera was just something I did for my friends. At one point, I got some feedback from outside my circle of friends via Reddit, and I threw together a basic website for it to keep interested parties in the know. I built apps for character building and playing the game locally because I’m a software dev, and I could. COVID hit, and we couldn’t play in person anymore, so I built out Roll20 support via the apps by allowing you to export the characters you build in the apps directly into a Roll20 game via an importer script I wrote. I also customized the Wild Die API script and created my character sheets for Roll20 for Chimera. As the rules evolved and stabilized, I wanted to see if there was a way to publish the rules. My main concern was that some critical concepts were burrowed from Hero. Since OpenD6 is OGL and Hero is not, it made sense to approach DoJ first. Luckily, Jason Walters was receptive to the idea, so we ended up negotiating a deal to bring Chimera to print. As we worked through the details, it was decided to retire the name Chimera, and instead, we picked Gemini as the name. And here we are. There’s been a Patreon earlier this year, and I have recently resurrected this project. Some typos and misprints in the reviewed document need to be corrected. I also just want to remove some rules and streamline things even further. Recently, I returned to Reddit to the OpenD6 subreddit, which is small but the best source I could find for feedback from that side of Gemini. I’ll offer this community the same access to the apps and Roll20 support that I gave to the OpenD6 community. I have the book available for consumption and can get you into the Alpha test for the apps (Android and Apple). Have a look at this video for a high-level overview of the app - https://youtu.be/mgf_bst7-qk I have compiled a 4-page document that includes the introductory chapter, which you can view here.
  18. Ah, that makes much more sense... I will readjust the live sheet.
  19. I just updated the original Rule of X file...
  20. Yes, this is a very important thing to keep in mind... it's an attempt to enable character build diversity but within 'reasonable' limits. Looking at the chart, it's relatively safe to assume some things... Players will probably naturally float higher than the 0.0 mark How much higher is the question... I think 10% makes sense looking at the admittedly limited sample size Players will want to maximize their builds to whatever you set your limit too 'John Everyplayer' (JE) is like a scaffold for your players to build on top of It's expected that players will not look like JE There's no problem going over the suggested or even under (Does a Brick 'need' an 8 DCV? Who ever has those points for MDCV and EGO?) It's been an interesting experiment, one I will keep maintaining if there's any interest (editors welcome). The usual disclaimers apply, which is to say, use at your own risk. The numbers try to factor out many things, like player tactics, element of surprise, etc... These things are obviously super important in any combat scenario. With the recent addition of the 'Time to Unconscious' (TTU) and 'Time to Kill' (TTK) I think it's become even more obvious that it's kind of a silly concept of two characters standing toe-to-toe horsetrading attacks. It's not how things go down in games at all.
  21. I put in a column with the formula you gave me @unclevlad. I think the formula is ok but I would appreciate your eyes on it to make sure it's done correctly.
  22. Very useful information Vlad... I will certainly incorporate your suggestion.
  23. I feel obligated to say upfront that I'm not a mathematician. Please take what I'm offering as is. This is just a fun exercise for me. I can't offer any warranties or guarantees of any sort.
  24. I added configuration parameters to the table you provided and rejigged a few things @WhiteShark Everything in column U is used to calculate the values in V3 to AD30. rDEF % - What percentage of your PD should be resistant Mitigation %- The desired amount of damage you want players to mitigate (on average). TTU - The desired TTU you want your defenses to reflect (you may not get this exact number) TTK - The desired TTK you want your defenses to reflect (you may not get this exact number) Min BODY - The minimum amount of BODY you'll allow on the low end Min STUN - The minimum amount of STUN you'll allow on the low end Things get weird on the low end so I added in the Min STUN/BODY columns See the screenshot for what it looks like. Everything is configurable so I hope it is versatile enough for different GMs and styles of play. Theoretically, you should be able to adjust those parameters and have a more/less lethal game.
  25. I'm playing around with something myself. The calcs are kind of low, but I think with a little bit of tweaking they will be fine.
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