First Impressions


Game Space

Sczarni Game Space Beta Tester

Well, I'd like to say they were great, but...

I don't even see a map!

1. After clicking on the button to create a scene, the site loads and the buttons for "main" "chat this description" and "done" appear along with the tabs for players, initiative, tokens, groups, and draw. However, no map is displayed (loaded?). There is an "x" in the upper left corner of the window that when clicked seems to close a window that isn't there.

2. The URL for the scene is displayed as a link, haven't asked anyone else to join yet, but have clicked it myself and got sent to the sign in portion of the gamespace site.

3. The text "Added fog to scene." is displayed just after an "x" below the link to the scene. Clicking this "x" removes the text, but I see no way to restore it.

4. The "Main" button opens what may be a chat display, but it is hard to tell as no borders are evident, but clicking on the button the first time does display a bit of text showing "/" commands as well as listing the current day and time and telling me I am the GM. Opening the "Main" window also creates a text entry box on the right side of the window across from an icon/avatar on the left. I have found that I can drag this entire plane about the window, but without borders it is hard to determine if the dimensions of it can be adjusted.

5. While I have managed to locate a spot where I can click and drag the tabs, the "Chat this description" and "Done" buttons seem to be fixed in position. Again, since there are no borders (adjustable or otherwise) on the chat display it is difficult to position it such that the button will not obscure text.

For technical information, I am trying out the site utilizing a PC with an AMDx64 dual core processor 6400+ at 3.20GHz with an NVIDIA GeForce GTS 450 video card and 4.00 GB of RAM, running Windows 7 and Internet Explorer 10, and connected to the internet through a ether net router and a cable modem (using a high bit rate plan).

Paizo Employee PostMonster General

1 person marked this as a favorite.

Paizo Game Space does not work on any version of Internet Explorer. And I wish we had a better answer than that, but we just don't have the resources to support Internet Explorer right now.

Sczarni Game Space Beta Tester

Simple explanation, simple solution...

Recommend specific browsers (or note browsers that won't work) at the login screen, there seems to be plenty of room.

BTW, what is the recommended browser for Gamespace, since I haven't heard anything about that?

Webstore Gninja Minion

Phillip Goettsch wrote:

Simple explanation, simple solution...

Recommend specific browsers (or note browsers that won't work) at the login screen, there seems to be plenty of room.

BTW, what is the recommended browser for Gamespace, since I haven't heard anything about that?

I've used it successfully in Safari, Chrome, and Firefox on both Mac and PC.

Sczarni Game Space Beta Tester

Wonderful, thank you Liz.

Additionally, I went back and reread the e-mail I received today about the beta testing for Gamespace, and nothing was mentioned about specific browsers.

I think noting that some browsers (IE) are not currently supported is worth the effort since a large majority of internet browsing is performed with a few major programs.

I will download a new browser and let you know what happens.

Paizo Employee PostMonster General

We had several people proof that email and none of us caught that—whoops!

Adding a note to the login screen is a reasonable idea.

Sczarni Game Space Beta Tester

Loaded up Chrome ...

The interface looks great. So far the only things I haven't figured out is how to terminate a scene and how to remove tokens from the list (ie. delete used items).

Liberty's Edge Game Space Beta Tester

Not surprised that IE doesn't work. Microsoft has for years failed to implement standard Javascript (including standards that they participated in specifying). Instead, they always had IE-specific extensions, counting on the fact that everybody would have to use them because IE was so widely used.

I'm happy to see that the day has come (not just here) that Microsoft no longer gets to dictate the terms. If you use standard Javascript, and everybody on every platform has several choices of browser. If you use IE Javascript, you *have* to use IE, and Linux users are just screwed. (This is what happens with the exceptionally lame course management software the Uni where I teach uses-- except that I think there, even IE on a Mac doesn't work right.)

I had thought that IE9 had fixed their Javascript compatibility, however. Does IE9 also fail on Gamespace? It may be that it's not as fixed as I'd heard.

Silver Crusade Assistant Software Developer

rknop wrote:

Not surprised that IE doesn't work. Microsoft has for years failed to implement standard Javascript (including standards that they participated in specifying). Instead, they always had IE-specific extensions, counting on the fact that everybody would have to use them because IE was so widely used.

I'm happy to see that the day has come (not just here) that Microsoft no longer gets to dictate the terms. If you use standard Javascript, and everybody on every platform has several choices of browser. If you use IE Javascript, you *have* to use IE, and Linux users are just screwed. (This is what happens with the exceptionally lame course management software the Uni where I teach uses-- except that I think there, even IE on a Mac doesn't work right.)

I had thought that IE9 had fixed their Javascript compatibility, however. Does IE9 also fail on Gamespace? It may be that it's not as fixed as I'd heard.

9 is better but it still fails to do a lot of CSS and the box model is still broken.

Liberty's Edge Game Space Beta Tester

*facepalm*

IE is the new NS4. (I remember when with very very basic CSS, NS4 would completely barf out on it, leading folks to use tables for all their layout. Back then, IE had better CSS support. Of course, once Netscape died, IE more or less gave up. They've also continued with the notion that they can (and should) be incompatible, because they're Microsoft so everybody will have to adapt to whatever they do.....)

Sczarni Game Space Beta Tester

Ok, passed a trial ID to my wife so I could see how adding players worked.

First problem, no map for the player. Tried hiding fog, tried removing fog while shown, tried reloading URL, tried closing window and reclogging in, even tried having her create a scene and joining her scene as a player. Still no map for the player, did see some of an outline of the map border, but completely unable to display the map for the "player".

Both computers were using chrome browser. Any thoughts?

Silver Crusade Assistant Software Developer

Phillip Goettsch wrote:

Ok, passed a trial ID to my wife so I could see how adding players worked.

First problem, no map for the player. Tried hiding fog, tried removing fog while shown, tried reloading URL, tried closing window and reclogging in, even tried having her create a scene and joining her scene as a player. Still no map for the player, did see some of an outline of the map border, but completely unable to display the map for the "player".

Both computers were using chrome browser. Any thoughts?

Well that is the fog of war. There is a little bit of map peeking out usually on the top and right edges that I've seen. Did you make sure to save your changes to the fog? It will show the bits taken out on your display but unless you save them, which basically lets the server know that this is indeed the change you want to make and show to the players. Changes don't propagate until you save them in the inspector control. Just pull up the draw tab and look at the bottom for the save and cancel buttons.

Sczarni Game Space Beta Tester

When making changes to the fog, no save button has been added to the tabbed window.

Specific example...
With the visible eye black (show fog activated), I click on the remove fog icon (minus sign in circle) and move the cursor to the map. It changes to a blue reticule (circle with dot), I click and release and get a line drawn as i move the cursor. I continue clicking and moving to define the area to be revealed, utilizing a final click on the approximate location of the origin point (both points would be within the reticule). I then click on the remove fog icon again (it now has a mouse over text stating "stop modifying fog") and the field I have just drawn disappears. At no time during this process have I noticed the save button on the tabs pane.

I have performed these steps numerous times on seperate PCs with the same results. Should the save button become active before or after clicking the modify fog button (remove or add)? Knowing that there is supposed to be a save button in order to transmit the new data to the players I will try these actions again and specifically check for the button as well as clicking on where it should be to see if it is just not becoming visible.

Additionally, we have attempted to see the map with the fog turned off. In this case the eye next to fog on the draw tab is gray, hide fog. When doing this the map brightens on the screen for the GM, but still did not show on the player's screen.

Thank you again for the assistance Lissa.

Silver Crusade Assistant Software Developer

Phillip Goettsch wrote:

When making changes to the fog, no save button has been added to the tabbed window.

Specific example...
With the visible eye black (show fog activated), I click on the remove fog icon (minus sign in circle) and move the cursor to the map. It changes to a blue reticule (circle with dot), I click and release and get a line drawn as i move the cursor. I continue clicking and moving to define the area to be revealed, utilizing a final click on the approximate location of the origin point (both points would be within the reticule). I then click on the remove fog icon again (it now has a mouse over text stating "stop modifying fog") and the field I have just drawn disappears. At no time during this process have I noticed the save button on the tabs pane.

Ah ha! Double click for the final point and that will remove a bit of fog. Then a save/cancel button will be added to the tabs. Save and that will propagate to your players.

Shadow Lodge Game Space Beta Tester

I've never heard of a site that doesn't support IE, and I for one would like to applaud Paizo for not supporting it. No sarcasm intended. That's a good design decision, and possibly not a terribly easy one to make.

Sczarni Game Space Beta Tester

Tonight I have prepped what I think I would need to have ready to start a game. I have prepared Black Fang's Dungeon from the beginner's box. During my prep work I have found a couple of actions I would really be happy to be able to do with Gamespace.

1. Draw on the map. It would be nice to be able to draw diagrams on the map to represent barriers and areas of effect (spells and traps). I did not look for anything to represent the wall of foliage at the cave entrance, but did use fire elementals to represent the area of effect for the fire trap (2 15ft. cones). I think that the line drawing would easily fit in with the fog and grid, it could use the same mechanic, but add a feature to select color and include the ability to select player visibility.

2. The initiative tab is cumbersome the way it is currently once an entire dungeon has been prepped. It would be way simpler if you could select tokens for initiative by selecting their grouping instead of individual tokens. If possible, choose a group and then deselect those tokens not needed. This could work much the way that group/token visibility is set up.

So now that I have the dungeon prepped, all I need is some players. I would love to run a few folks (no more than 4 at a time) through what I have set up to see what they think and to test my skills with Gamespace.

I think I can be online to run a tutorial/demonstration game on Sunday between 6:00pm and 10:00pm CST (GMT - 6 hours [I think]). I think I will have four characters available to play through the dungeon or just run through an encounter, your choice. Even if you don't want to play, stop by and ask some questions or just chat.

URL for my scene is:

https://gamespace.paizo.com/play?v5748umhjtwgy

See you there!

Silver Crusade Assistant Software Developer

Phillip Goettsch wrote:


1. Draw on the map. It would be nice to be able to draw diagrams on the map to represent barriers and areas of effect (spells and traps). I did not look for anything to represent the wall of foliage at the cave entrance, but did use fire elementals to represent the area of effect for the fire trap (2 15ft. cones). I think that the line drawing would easily fit in with the fog and grid, it could use the same mechanic, but add a feature to select color and include the ability to select player visibility.

Drawing is the first big thing on our radar after we clean up some of the bugs we've encountered. =)

Liberty's Edge Game Space Beta Tester

I managed to get a few minutes to play around with this. I like the way things have started. I do have a few suggestions to kick things off.

1. Along with the drawing, I would like to see some standard templates. This would provide the ability to remove an area of "fog of war" that matches a standard light or vision area or add an area of "fog" that matches a darkness spell. This won't work for every situation ( for example, using a circular template may reveal other areas of a map that the GM doesn't want the players to see), but it will save time in many situations.

2. Cloning tokens/characters. Presently, it looks like each character has to be added individually. For cases when more than one of the same type of creature is used, it would be good to be able to create the first one and then just clone it. It may be that there's a way to do this, already, and I've just missed it.

Scarab Sages Game Space Beta Tester

Is this where we are reporting bugs? Should we start a specific thread for that?

Anyway I have been playing around with gamespace for the last week or so and I have found an issue with tokens.

If you are browsing on type of token (say dwarf) and stop on any page except the first (say page 3). Then if you change your search to another type (say ape) and this type has less pages then you are currently viewing, then you see nothing. And the page navigation links at the top of the window disappear as well. This leaves the distinct impression that there are no ape tokens.

Silver Crusade Assistant Software Developer

Rusty Ironpants wrote:

Is this where we are reporting bugs? Should we start a specific thread for that?

Anyway I have been playing around with gamespace for the last week or so and I have found an issue with tokens.

If you are browsing on type of token (say dwarf) and stop on any page except the first (say page 3). Then if you change your search to another type (say ape) and this type has less pages then you are currently viewing, then you see nothing. And the page navigation links at the top of the window disappear as well. This leaves the distinct impression that there are no ape tokens.

Feedback thread is probably a little better for bug reports. I'll add this one to the list. I've fixed a bunch of bugs in the past two weeks but we've not quite rolled them out yet. I keep finding little ones I need to fix. =) Thanks for the heads up!

Game Space Beta Tester

I just started playing around with this and I am extremely happy with what I see. It is basic enough to allow all sorts of homebrew yet polished enough that everything is easy to figure out.

One issue I kept having however was with the draw feature. Once I used it to expose an area to my players I could not turn it off and every time I moved a token or something I would be either adding or reducing fog of war. It got kind of silly.

Silver Crusade Assistant Software Developer

Mage Evolving wrote:

I just started playing around with this and I am extremely happy with what I see. It is basic enough to allow all sorts of homebrew yet polished enough that everything is easy to figure out.

One issue I kept having however was with the draw feature. Once I used it to expose an area to my players I could not turn it off and every time I moved a token or something I would be either adding or reducing fog of war. It got kind of silly.

We'll be changing that probably but for the time being you can turn it off by clicking on the - again. I kind of want it to kill it if you click save as well.

Game Space Beta Tester

Was playing with a group of friends and we noticed that the random number generator was not working. The d8 kept rolling a 7.

Silver Crusade Assistant Software Developer

Mage Evolving wrote:

Was playing with a group of friends and we noticed that the random number generator was not working. The d8 kept rolling a 7.

Well thats not good. I wonder why only the d8 does that.

Sczarni Game Space Beta Tester

Seems to be the same for me, also noted that when rolling multiple d8's, i.e. xd8, the first result is always a 7.

Game Space Beta Tester

And looking at the second result seems to be working. A way to get a real random d8 it seems is to roll one more d8 than you want to then subtract 7 from the modifier as a work around.

Dataphiles Game Space Beta Tester

1 person marked this as a favorite.

I also see only 7's on the D8 RNG.

Feature Request: For sake of speed is it possible when making tokens to have a quantity selection? No one ever fights 1 orc, goblin, or zombie. :-)

Scarab Sages Game Space Beta Tester

It is not just d8s either. I just got a d4 result of 4*, ten times in a row. D6s seem to working however. I have not tried others.

*now I know why King Fatmouth's magic missiles took Valeros down so easily! :)

Game Space Beta Tester

Also has a problem for d2, d4, and d8 keeps rolling 2. Hmm they are all even. d10 d20 d6 all seem to work. It always seems to happen on the first dice the second or later dice seem to be random. the dice that seem to work on the first roll are d3, d6,d10, d12, d20 and d100 all seem to work.

I can still figure out a way to generate a d2,d4, or d8 just by adding one more dice and subtracting the constant value you get each time for example 7 on the d8.

Silver Crusade Assistant Software Developer

1 person marked this as a favorite.
doctor_wu wrote:

Also has a problem for d2, d4, and d8 keeps rolling 2. Hmm they are all even. d10 d20 d6 all seem to work. It always seems to happen on the first dice the second or later dice seem to be random. the dice that seem to work on the first roll are d3, d6,d10, d12, d20 and d100 all seem to work.

I can still figure out a way to generate a d2,d4, or d8 just by adding one more dice and subtracting the constant value you get each time for example 7 on the d8.

Yup, power of 2 dice( d2, d4, d8, d16, d32.... ) are effected. This is not a problem the messageboards have because they are much smarter in the way that they work than how we are doing it in GameSpace right now. Fix should be incoming soonish.

Game Space Beta Tester

Just played a quick game.
Had some issues, some suggestions, and a wish.

Issues:
-The initiative tracker was stuck. I had started a battle but then I could not end it.

Suggestions:
-It's been said else where but I think being able to select a certain number of creatures would be great. Or at the very least be able to copy monsters so that I don't have to create the same set of macros over and over again.

- Perhaps create a sound when people enter or exit the game. On that same note a ping or something would be great when receiving messages.

-Having an initiative tracker that lets you know when it's your turn would also be awesome.

-A hit point or life bar indicator. Perhaps give the person who controls the token the ability to change the color of the border from green to yellow to orange to red... Or something.

-Maybe a status option. One of my players went to grab a bite to eat and I had no idea where she went. If she had an I'll be right back indicator that would be sweet.

Wish
-I wish there was a simple sound board. Water dripping, dragon roar, dog bark, scream of pain, etc.

That said. Over all it was a great experience. The player seemed to grasp the controls in a matter of minutes and everything on my end was intuitive. It was also very fun and I love the fact that with no prep at all I can run the dungeon again. Can't wait for some AP maps and open access. :)

Scarab Sages Game Space Beta Tester

I have the same problem ending combat as Mage Evolving.

Also,
I suggest making it possible to rotate the maps.

[edit]
Also, also I figured out a work around for letting player's know it is their turn.
1. Create a GM Player.
2. Create a macro named "Valeros' Turn", with the dice box blank, for each player with the appropriate name.

Game Space Beta Tester

Rusty Ironpants wrote:


Also, also I figured out a work around for letting player's know it is their turn.
1. Create a GM Player.
2. Create a macro named "Valeros' Turn", with the dice box blank, for each player with the appropriate name.

This is a great idea.

Silver Crusade Assistant Software Developer

Mage Evolving wrote:

Just played a quick game.

Had some issues, some suggestions, and a wish.

Issues:
-The initiative tracker was stuck. I had started a battle but then I could not end it.

Squashed this bug today. Will be fixed next time we roll. =)

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