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mccrispy

21
Posts
4
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A member registered Mar 08, 2016

Recent community posts

LOL! So it does! I saw the first copy was offset and assumed that as the others weren't, that they were not present. TIL!

Absolutely! I'd be glad to help.

SUGGESTION (UX): the App should prompt to save if the file is dirty. Currently, I can add a Node, quit the App and I don't get prompted to save. (Yikes!)

BUG (VISUAL): Build 310 (carried over from 301)

The A≤B and A≥B Nodes have the same label in the "picker", they are both labelled A≥B. Once can tell them apart from the tool tip, but it's a little disconcerting

Build 310: Cut/Copy/Paste only pastes one time. I can't copy a Node and paste it 5 times so that I have 6 copies.

(On the plus side, SPLIT looks cool, though I don't have a Use Case for it just yet, and the undo/redo works as expected, though without a visible history it gets a little "hit and miss" 😉)

WyUpdate.exe just tells me that I already have the current update

Running Setup.exe from a fresh download (as a Standard User, expecting to elevate when prompted) complains that "Another version of this product is already installed. Installation of this version cannot continue..."

Running Setup.exe as "Admin" prompts me to choose to install for "everyone" or "just me". I don't want to choose either option as I'm the only user who will use the tool and the admin account isn't my normal account.

In the end I had to do a full uninstall/reinstall cycle. I installed for "just me", but had to elevate to do so (surely that isn't right?). Regardless, it appears to run OK and it is build 310 rather than build 301 (I'd always avoid build numbers that have transposed digits, it's so easy for mistakes to occur).

I just updated my version to the current (by hitting "check for updates"). Now when I hit "check for updates" I'm told that have the current version. However:

  • "About" reports version 0.1.2021.301 (whereas the release page says V2021.0310)
  • If I search for the SPLIT node, no such node appears in the results.
  • There's no Undo/Redo on the Edit menu
  • Copy/Past of nodes does not work.

My login is a Standard User, but I can elevate when prompted during the install and I did close the App when prompted during the install

Checking the properties of the exe shows a file/product version of 1.0.0.0 and the date modified for the file is 02/03/2021 03:50 (I'm GMT - can't remember whether file dates are relative)

Excellent! That's really good news, thanks 👍

fair enough! I'll consider that "declined" 😉

FEATURE REQUEST: any chance that the stats (average etc) can be added to the CSV export of the histograms?

Thats good to know. I'm always worried that it's "just me".

FEATURE REQUEST: I have a need to exclude a specific value from my Pool results. In my case, I want to filter out the 0 results from a pool (they are results that equate to FAIL/MISS) so that I can report the average result of SUCCEED/HIT, rather than the average result across all HIT/MISS outcomes. 

This is similar, but not the same as, a model that allows rerolls of "result X", which also might prove useful to some models.

BUG:UI there's something funky going on with Custom Die nodes. If I duplicate a node (and, it seems, if I switch focus to a different app and back) I can no longer open the dialogue to edit the custom faces.

BUG: VISUAL/UI

The A≤B and A≥B Logical Nodes have the same label on the Node in the model (they are both labelled "A≥B")

General Issue: Nodes that take two Nodes as inputs work only on two nodes. Not 1 node, not 3 nodes, two nodes. The UI for linking nodes is not similarly constrained. I found this out because my model (for Oathsworn: Into the Deepwood see here) uses a pool of any number of dice from any combination of 4 different custom dice pools. 

In my model, I not only need to merge 4 pools, but I need to generate a "Fail/Miss" outcome when 2 or more dice in the merged pool come up 0. I thought a Switch Pool would work, but I had to create a dice pool that always generated a 0 result because the Switch wouldn't work without a 2nd pool input. I had thought I'd be OK because I use the output of several of the model's nodes as input to multiple other nodes. It turns out that multiple outgoing links from a connection point are not handled the same way as multiple incoming links to a connection point. It makes sense, now I understand the model, but the UI isn't constrained to fit that model.

I figured out what the problem was! When the "alt-text" for a node says "do X with two inputs" it genuinely means TWO inputs, even though the UI allows you to attach any number. Once I figured that out and built a two-stage merge of my 4 pools, it all seemed to work!

This is awesome Geoff! The Explode by Face Side is just what I needed for my Oathsworn: Into the Deepwood modelling. 

I am, however, having some weird things happen when I create Merged Pools that use Custom Number dice. I have four custom dice types, each creating a pool of N dice that is then Merged. Strange things seem to happen when I change the value of N between runs - especially if N is set to zero. The model is too complicated to describe here, but Paul Grogan describes the method here at 00:07:10

Cool, thanks

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Thanks Geoff! I did model it over on anydice.com, but that hurt quite a lot too! The combination of 2+ zeroes resulting in an outcome of zero, with only one face of duplicated numbers being exploding, just blew my mind (though it's part of why I backed the KS - I'm a sucker for mechanisms that I find interesting)

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Hmmm... I was just working on a model for use with Oathsworn: Into the Deepwood and I hit a problem. The game uses 4 types of die

White: 0,0,1,1,2,2*

Yellow: 0,0,1,2,3,3*

Red: 0,0,2,3,3,4*

Black: 0,0,3,3,4,5*

The "*" results explode. One may roll a mixture of any number of any combination of colours of dice. So the Black and Red dice are easier to model, because they explode on a single, non-duplicated value. But the White and Yellow dice are a bit of a problem because they have two faces with the maximum value, but only one face "explodes". To complicate matters, any time two or more dice roll a 0, the result is a "fail" (call it 0). Any suggestions on how to model this? Frankly, I'm stumped (though I'm not very smart either 😉

Awesome tool! I was wondering whether it would be possible to have a Explosion Depth limiter. I know the point of exploding dice is the fun of having them explode to the infinite degree, but sometimes it might be useful to be able to limit the number of times a die can explode.