hi all, the latest version of randm-solo is up. At this point I figure this program to be rather feature complete, I'm not expecting to do much more than fix bugs and dream up new ideas. If you have any requests for features, comments, or criticisms, this is the place to do it.
to install this webapp on iOS devices like iPhones and iPads:
open url https://dl.dropboxusercontent.com/u/891512/randm/randm-solo.html in Safari
click the square with the arrow pointing up, scroll across to 'add to home screen'.
Once I find an android device, I'll update this thread with android instructions.
thanks all --
https://dl.dropboxusercontent.com/u/891512/randm/randm-solo.html
Sunday, April 10, 2016
Monday, April 4, 2016
Hi there!
Hi there!
I am at a decent halting point on the web app based GM emulator / table parser. I think it's functional enough to put out there. The parsers and menu generators are working. If you run the web app from this URL, you'll get updates as they're synched up to dropbox.
There's a help section buried in a hidden div; there are no controls, and the help shows a bunch of currently unhelpful modal alerts instead of showing the hidden div. view source is your friend. I'll probably put up new controls that show that div in a few days.
To my knowledge this is the only offline-capable random generator that I'm aware of that will do dynamic random tables that's available for iOS. And that's the only reason that it exists, because I need one.
If you've used tablerunner, tablesmith, inspiration pad pro, donjon.bin.sh, random-generator.com, and more, you might think that function is kind of neat.
https://dl.dropboxusercontent.com/u/891512/randm/randm-solo.html
I am at a decent halting point on the web app based GM emulator / table parser. I think it's functional enough to put out there. The parsers and menu generators are working. If you run the web app from this URL, you'll get updates as they're synched up to dropbox.
There's a help section buried in a hidden div; there are no controls, and the help shows a bunch of currently unhelpful modal alerts instead of showing the hidden div. view source is your friend. I'll probably put up new controls that show that div in a few days.
To my knowledge this is the only offline-capable random generator that I'm aware of that will do dynamic random tables that's available for iOS. And that's the only reason that it exists, because I need one.
If you've used tablerunner, tablesmith, inspiration pad pro, donjon.bin.sh, random-generator.com, and more, you might think that function is kind of neat.
https://dl.dropboxusercontent.com/u/891512/randm/randm-solo.html
And the climax to my Testament playthrough
And the climax to my Testament playthrough
https://solorpgvoyages.wordpress.com/2016/04/04/giving-the-d20-a-testament-part-2/
https://solorpgvoyages.wordpress.com/2016/04/04/giving-the-d20-a-testament-part-2/
whew, the parser is done, engine switcher is done, oracle menu selector is done, nested oracles work just fine, the dice parser is working 100% as long as we ignore the fact that fudge dice parsing doesn't work at all.

whew, the parser is done, engine switcher is done, oracle menu selector is done, nested oracles work just fine, the dice parser is working 100% as long as we ignore the fact that fudge dice parsing doesn't work at all.
core functionality is about 95% at this point. I need to write the help doc (yay parser 101), muck with the layout a bit, re-jigger the control, tables, and log area, validate on ipad/iphone for home screen webapp mode, dig up my android phone to validate layout and webapp mode, and validate offline use. homescreen webapp / offline just need to be tested; everything I've got in there was copied from another project, so I half-expect it to work.
According to responsive design mode, the layout should be fine on an iphone 6(s?) and up. Layout is still somewhat functional at iphone 4 resolution. I have a moto q(?) android phone with cyanogenmod somewhere, so I ought to be able to see how it looks and validate webapp functionality on android. there are some enter key handlers in there, which could be interesting on phone or tablet browsers. I half think it will work though.
I thought the parser might take a lot longer, so I'm guessing the release will be in days or weeks and not weeks or months. How many PCs, NPCs, and threads do you juggle in a typical session? I have a wee list of PCs that I pad with cohorts, a larger list of NPCs, and just a few threads, that would help me figure out space for the layout, which as you can see below, is garbage. Also, if you have critiques or wishes, now is a good time to make them.
for example, here's my future wish list:
* arrays-to-text and text-to-arrays import/export functions
* arrays to local storage db and LS db to arrays import/export functions. will come at a later date.
* sanity checking on parser array generator.
* show/hide div for oracles: pastebin, menu, query, and results
* show/hide div for log results
* show/hide div for help / settings section
* night mode option, lighter text on black background
new screen shot incoming...
Sunday, April 3, 2016
Heyo everyone

Heyo everyone,
I've been working on a free or donateware html5/css/javascript version of the GMEmulator.swf mythic app from the ground up to hone up my skills in that area. At this point it's about a 95% complete implementation of GMEmulator.swf using CGRE-Kai
For features, I hope to incorporate "pure" CGRE and Mythic into it (and let folks switch between those 3 systems on the fly), which is mostly done, "add to home screen" offline-capable webapp for iOS / android, which also done for iOS, I think I have simple tablesmith-type oracles / table generators figured out from a separate project, and hopefully offline local databases into browser-based nosql or some such -- but I'm not holding my breath on that last one.
It's not ready to release to this community yet, but it's getting pretty close -- hopefully I put it out there in a few weeks but more likely a couple months. Progress had been very slow, but over the past few weeks I've been blasting through the list of features I want to ship with, so I figure it's time to share, so it doesn't end up a half-finished project.
anyway, ttfn
Saturday, April 2, 2016
Originally shared by Jacob Ross
Originally shared by Jacob Ross
I've just added new abilities to the cards in the player deck. Now the smaller cards are more useful if you draw them in sequence ("get a straight") by playing a face card, and you can use higher-value cards to activate or deactivate aces, nullify draws on the Probability deck or move Encounters. Tactics!
Once I get the playmat completed I'll upload the whole thing to Drivethru to help get the word out before the Kickstarter campaign.
I'd really appreciate anything you can do to help spread the word, too. Thanks!
I've just added new abilities to the cards in the player deck. Now the smaller cards are more useful if you draw them in sequence ("get a straight") by playing a face card, and you can use higher-value cards to activate or deactivate aces, nullify draws on the Probability deck or move Encounters. Tactics!
Once I get the playmat completed I'll upload the whole thing to Drivethru to help get the word out before the Kickstarter campaign.
I'd really appreciate anything you can do to help spread the word, too. Thanks!
Friday, April 1, 2016
Originally shared by Jacob Ross
Originally shared by Jacob Ross
A few news items about Project Vanquish:
1. I've added selectable ship abilities. You get one of three to choose and use to power up your vessel.
2. I'm working on a print-and-play card set that has references to make the game easier to play (I've done the Encounter and Probability decks so far). The cards are smaller than the physical cards are going to be (they'll be standard poker size).
3. I'll follow that with a printable play mat that has rules references on it.
4. I plan to put the whole kit and kaboodle on DrivethruRPG for another round of feedback.
5. After that it's Kickstarter time. I'll use the KS campaign to fund artwork to make the whole thing pretty.
6. I'm already working on expansions and companion games!
A few news items about Project Vanquish:
1. I've added selectable ship abilities. You get one of three to choose and use to power up your vessel.
2. I'm working on a print-and-play card set that has references to make the game easier to play (I've done the Encounter and Probability decks so far). The cards are smaller than the physical cards are going to be (they'll be standard poker size).
3. I'll follow that with a printable play mat that has rules references on it.
4. I plan to put the whole kit and kaboodle on DrivethruRPG for another round of feedback.
5. After that it's Kickstarter time. I'll use the KS campaign to fund artwork to make the whole thing pretty.
6. I'm already working on expansions and companion games!
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