Moderator: JC Denton
by ysignal » 20 Mar 2022 14:34
by icycalm » 22 Mar 2022 07:05
by icycalm » 22 Mar 2022 07:37
by icycalm » 23 Mar 2022 19:13
by icycalm » 01 Apr 2022 04:28
by icycalm » 09 Apr 2022 10:15
by icycalm » 11 Apr 2022 05:00
by icycalm » 13 Apr 2022 01:28
Bouncyrock wrote:Early Access Content Pack 12: Monster Mash
BUILD-ID: 8545928 - Download Size: 78.9 MB
Q: What do a Dracolich, Drider, Owlbear, and Black Pudding have in common?
A: They’re in this release pack!
Hello again! We didn’t want to leave you hanging for too long without an asset release, so we scrounged up these denizens of darkness for you in this small content pack we’re calling Monster Mash. We hope these creatures find a warm home in the guts of your adventuring party!
As for Cyberpunk development, we now have two full tilesets finalized, a handful of new minis, and some new atmospheric elements in progress. But that’s just scratching the surface of this giant pack, so work continues and we'll have some more updates in the coming days.
Thanks again for your amazing support!
BouncyRock Team
BUILD-ID: 8545928 - Download Size: 78.9 MB
by icycalm » 15 Apr 2022 04:09
by icycalm » 19 Apr 2022 01:32
icycalm wrote:Here's why people aren't using the Hell and Alien/Aberrant tilesets
When these tilesets landed, I expected a flood of new boards on Tales Tavern based on them. This didn't materialize, but people still kept making taverns and towns, caverns and wilderness and even ships at the regular rate. This puzzled me for all of 2 seconds, and then I figured it out.
There just isn't that much to make with Hell and Aberrant tilesets. They just aren't very useful. These are endgame material in a D&D game, and how often does your group reach endgame? Many groups can play for years without reaching it.
Meanwhile, people continue churning out boats that look nothing like boats. Here's the latest monstrosity, among countless I could link: https://talestavern.com/slab/boat/
This guy has actually been extremely inventive with his sails design. It still looks crap of course, but he has poured an insane amount of intelligence into the program to create this crapness. Imagine what he could have accomplished if he'd had proper assets to work with.
So go ahead and take away my "karma". I know you have nothing better to do with your time, and that's okay. Every post I make in this subreddit gets this treatment, and the reasons are well-known (fan psychology). But I care far more about TaleSpire than online tribalism, and I am just hoping someone at Bouncyrock is paying attention to these signals the community is putting out, because the community's creativity is being wasted. Check out Tales Tavern, Bouncyrock. The community is telling you what it wants clear as day, and you aren't listening.
We do need endgame assets. But far more than that, we need early-game and mid-game assets, and neither of your last two tilesets, nor your upcoming one, are helping. When all is said and done, the spaceship tiles will be abused to create ships far more often than to create spaceships, because that's what the community wants more. The contemporary/sci-fi bricks will be used to create fantasy buildings far more often than sci-fi buildings, and so on.
Watch it happen on Tales Tavern over the next few months, and remember who predicted it, and what the solution is (better prioritizing, which presupposes an understanding of campaign design priorities, which Bouncyrock clearly lacks.
wraiff wrote:I had to check to make sure this was the same guy that ranted about only the best campaigns having boats and horses, and I wasn't disappointed finding out it was. He's like the Tucker Carlson of D&D hot-takes.
by icycalm » 20 Apr 2022 20:52
by icycalm » 20 Apr 2022 20:56
by icycalm » 22 Apr 2022 06:08
by ChevRage » 22 Apr 2022 16:11
Baldrax wrote:
- Install Houdini 19.0.x, If you have the option in the installer I recommend installing Houdini Labs as well.
- Launch Houdini, so it creates the proper working folders then close it.
- Download and Unzip the release of this tool, put the directory wherever you want, I like to put it in Documents\TaleSpire\Houdini_TaleSpire_Terrain_Generation_Toolset
- In your Houdini19.0 directory, usually located in Documents\Houdini19.0 create a packages\ directory and inside that directory create a file called HTTGT.json. Copy the following code block in to the contents of the file but replace the path with where you installed the toolset, make sure it points to the packages directory: ..\Documents\Houdini19.0\packages\HTTGT.json
{
"package_path": "D:\Users\<username>\Documents\TaleSpire\Houdini_Terrain_Generation_Toolset\packages"
}- Launch Houdini and you should be able to create a TaleSpire_Terrain node in the /obj network editor. If you can't, something went wrong, check all the steps.
- After placing the TaleSpire_Terrain node, go to the settings tab on that node and set the talespire_directory parameter to be the location of your TaleSpire install. This setting should persist for new scenes and nodes.
- Create amazing Terrains and share your work!
by icycalm » 22 Apr 2022 18:41
by icycalm » 26 Apr 2022 00:03
by icycalm » 26 Apr 2022 00:34
by icycalm » 26 Apr 2022 12:22
Tabletop Apothecary @ttrpgapothecary wrote:The timing of the long awaited @talespire and @HeroForgeMinis integration came just in time for me to annihilate those pitiful adventurers with a well-organized hobgoblin army, led by Durgash the Cleaver!
Jake Ēkiss @JakeEkiss wrote:Fuuuuuuck having my party in Talespire is just *chef's kiss*. Heroforge integration is going to bankrupt me, but what else is money for?
Jake Ēkiss @JakeEkiss wrote:Look at all those sexy PCs. Look at them. 3 years in this game and finally they're in the program we use for playing.
Pirate Artisans @pirateartisans wrote:Non-jewelry post: finally getting the D&D group back together next week, which means I *finally* get to show them all the cool shit I've been up to in Talespire. Gonna be so much fun.
Inkblitz AC, ??? @Inkblitzer wrote:Whoa, that looks really cool! Didn't know Talespire looked that neat :o
Pirate Artisans @pirateartisans wrote:It's really cool! In this map, which is a sewer lair, I've turned off the global lighting for maximum spookiness and added a green light filter to make it feel grimier. They'll be adding Heroforge import support soon as well, which I couldn't be happier about
by icycalm » 29 Apr 2022 22:23
TaleSpire @talespire wrote:Currently experimenting with two additions to ruler support.
A mode which you can turn on to show distances of moves.
And making rulers stick around while performing other actions. Great for tactical battles (and should play really well with multi-creature move)
by Robomoo » 05 May 2022 00:36
by icycalm » 05 May 2022 09:22
by icycalm » 05 May 2022 10:00
Bouncyrock wrote:This patch includes the initial version of the Creature Move Ruler. The Creature move Ruler simply attaches to the Creature as you move them, allowing for quicker measurements while going in straight lines. We'll look into iterating on this feature in the future.
by icycalm » 07 May 2022 15:22
by icycalm » 09 May 2022 20:48
by icycalm » 12 May 2022 21:54