That's a nice choice, I approve. When Gridmonger was in a usable state, I did a full EotB run with it as a test.Going to test this out with EotB. BTW, this is my first time using a mapping program. Many thanks!
Salathor
I'm thinking of adding support for the following in the first iteration of the notes list:
Just trying to find the smallest useful subset of features. Any thoughts?
- filter by note type (none, number, ID, icon — each category can be toggled individually)
- show notes from all levels, or only for the current level
- sort by note type, level elevation, or note text (secondary sort criteria are always silently appended, e.g. elevation sort also sorts by note type as the secondary criteria, and the note text as the third)
- can jump to the location of the note by clicking on the list entry
Yeah, good points. I guess I'll just need to try a few things and see how they work in practice with a few games.Salathor
I'm thinking of adding support for the following in the first iteration of the notes list:
Just trying to find the smallest useful subset of features. Any thoughts?
- filter by note type (none, number, ID, icon — each category can be toggled individually)
- show notes from all levels, or only for the current level
- sort by note type, level elevation, or note text (secondary sort criteria are always silently appended, e.g. elevation sort also sorts by note type as the secondary criteria, and the note text as the third)
- can jump to the location of the note by clicking on the list entry
I would say a key when revealing non-numbered notes (icons, etc.) would be to also provide the x/y locations visually but in an unobtrusive color (I dunno, not a visual design guy). That way if you're scanning the list and looking at your floor you can just visually match them all to what you're looking for on the map. If you can show notes from multiple levels, then maybe X/Y/Z.
Ie.:
- 3 | -4 LORD HEINMEITY: unfriendly at start
- 22 | 6 THE MAD STOMPER: find some foot powder
An issue when showing notes from all levels would be collisions between numbers. Ie., which "1" am I looking at? Might only make sense in that case to see the current map. I don't know if this would be a problem in games with multi-map spreads though (like the big M&M overworld).
Sounds like a great feature!
Cheers, glad to hear you're enjoying it man.Rincewind Thanks for the amazing work you are doing with Gridmonger! Checking it out right now, and I am impressed with how easy it is to learn and get started.
Yeah, so on a conceptual level, such a thing is against my vision for the purpose of the program, which is steering people towards playing these games as they were meant to be played—mapping them manually, and getting completely lost from time to time. It's part of the experience and it's supposed to happen.I haven't tried a mapping program before, so mind if I ask a very basic question? Do I understand correctly that the main idea is to keep Gridmonger open and frequently switch active windows between the program and whatever game I play? I take it there is no autotracking feature to mirror your key presses in a game and move the cursor accordingly, right? Sometimes I see videos of people using Grid Cartographer in parallel with DOSBox to replicate the movement of your adventuring group on the map, so was wondering if something like that is possible.
Is this really a problem? You could add a special key, unused during normal play (like `) for deactivating the interception and another (like !) for activating the interception process. Finding a proper, still maintained library for intercepting keystrokes might be a bigger obstacle - I tried to implement such a mapper in Node and couldn't find anything still updated and working for X11. As of now, I use pynput and a browser controlled using Selenium for that purpose - which is limited just like a regular browser, but I only have to press a key once.and if you think about, that won't really work (e.g., what if you're in an in-game menu and press the cursor keys there?).
I appreciate the sentimentRincewind Thanks for the detailed explanation - I'd give you a brofist, but it'll still be a while before I am allowed to do that by the forum.
Actually, I'm planning to experiment with an overlay feature for modern games like Grimrock that people usually play in fullscreen. But that won't come anytime soon, maybe next year.I'm off to Grimrock 2 to give Gridmonger a nice and proper test run.
Thanks! New version coming... sometime. Hopefully soonGridmonger is great, thanks for making it.
Can't do that, it's not supported.Has anyone figured out a way to get KB input to gridmonger when another app is in the foreground?
Hey, it's not a bug; it's a feature! That's how you're supposed to use it. Beats moving your hands off the keyboard to grab a pencil and eraser, IMO.Or am I doomed to have to alt-tab when I want to update the map.
This should be Ctrl+G. (It's correct on the quick reference and in other pages, just not here.)Press Ctrl+E to enter Nudge Preview Mode
Thanks. Will fix in the new version.A manual errata, and a question.
On the "Advanced Editing" page the manual says:
This should be Ctrl+G. (It's correct on the quick reference and in other pages, just not here.)Press Ctrl+E to enter Nudge Preview Mode
Sorry, but no. If you have a general problems with interface font sizes, I'd suggest to use OS-level zooming as I'm sure you'd have the same small interface text problem in pretty much any other program.The question: Is there any way to increase the size of the text and icons? I can zoom into the map (though not as much as I'd like...) but all the text stays at its existing tiny size. My old eyes would love to multiply the font size by about a factor of (checks notes) 5352.3%.
Personally, I tend to use a custom ID annotation type with the letter "E".Perhaps this is a silly question, but what symbol do people use to represent an elevator? I don't see a specific symbol for that (I'm overloading 'entrance door' for this.) Is the best practice to just use an annotation instead?
I think even with notes and annotations, representing "forced movement" floors (as found in Wizardry and Labyrinth of Galleria) doesn't quite work well in Gridmonger. Are there arrow glyphs somewhere that I'm missing? In Grid Cartographer I'd represent that like this:
I see. I haven't encountered moving floors in the cRPG I played to date, but seems like a worthy addition to the upcoming new release.These aren't doors, but moving floors - think conveyor belts. Stepping on the first tile with the arrow moves you (and potentially also spins you) to the last tile in the sequence. Similar in effect to a teleporter but not quite the same (since you see the motion).
It's a very good review, there's nothing factually wrong in it.EDIT: Just published a YouTube video specifically about Gridmonger. Enjoy me getting literally everything about your lovely little program wrong.