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Howdy! This looks awesome, and not to steal your thunder but I've also been working on a similar product. RollTable (https://rolltable.app) and a preview here, https://i.imgur.com/PuVQfnk.png

Our is a live 3D, free, no hassle online D&D VTT with a marketplace of hundreds of free miniatures. You can also play in 2D if you don't like 3D with top down, and isometric view.

You can see all the tokens on our Marketplace here, https://rolltable.app/marketplace


This looks cool! Some feedback: the marketplace page seems pretty busted, none of the filter checkboxes work and the back pagination button doesn't seem to work either.


not to steal your thunder

You can just do your own Show HN.


Thanks, I've never used HN before and I was just told by multiple people to reply here. I don't know the culture so I'll read into that and look at making a post.


>I don't know the culture

I've been using this site for a little over 3 years now and I was wondering the same thing about replying with my own VTT web app.


Howdy, mine too. Looks like there are a lot of us making VTT's right now. is yours focused around board games, table top rpgs, or all of the above? http://playtable.app


We're focusing on RPGs mostly, and working on integrations with popular systems such as D&D. Playtable honestly looks very sweet, I love the 3D that still kind of feel like 2D, I didn't really enjoy the Tabletop Simulator 3D which feels too "clunky" for my taste.


Howdy, I'm the developer of Playtable, http://playtable.app/ and I'm really intersted in tackling the usability aspect you are talking about.

TTS is one of the worst systems for usability. It's clunky, runs very slow, and because the interface is not standard UI, it's just programmer game engine UI it comes off as very very hard to use. Currently, the best product out there is Tabletopia in terms of usability, https://tabletopia.com I recommend you give it a try.

On that front, I'm very aggressively attempting to tackle this part of the market because even Tabletopia has major issues with usability in places. Developers often get confused and think these systems require massive user and permissioning systems, and lots of interaction structure, which is a wrong assumption. Turns out people just want to play games. To that I say, stop building token locking systems into engines, stop building complex joining systems!

Playtable requires no account, merely requires you to give a link to your friends to join. The problem is we're only tackling D&D and tabletop RPGs at the moment but I hope we'll expand out to other systems later.


This kind of thing makes me yearn for a solution that does this in VR. I am not a dragonborn, nor am I a wizard or any other fantastic being from D&D, but I would LOVE to sit around a virtual table, in a torch lit dungeon, going through adventures with a dungeonmaster guiding my fellow players through a quest.

Can you imagine something like Risk, but with military generals?

Do you think you would ever have the resources to do something like that/


> This kind of thing makes me yearn for a solution that does this in VR.

I would absolutely love a VR take on this. A year or so ago, I figured I could manage running games in TTS as a VR player while everyone else just played. Turns out that TTS in VR is far and away less usable than TTS normally is. Just feels like they checked a box to enable VR support in Unity and left it at that. Fuzzy interface that made everything hard to read, clunky VR controls, and basically zero assists. One wrong move and you accidentally clear the whole table. It made TTS's regular controls seem nice, that's how bad it was.


You might enjoy Tabletop Playground: https://tabletop-playground.com (I'm the developer).

It started out as a VR project and while most people use it on a screen now, VR usability has always been part of the design.


Looks promising! I'm looking forward to giving it a try. My problem with Roll20 and Astral isn't that they don't have enough features, it's that they have lots of features and really want me to use them, when all I want to do is drag tokens around on a grid my players can see while we use pen and paper for the rest.


Do you plan to open source it?


As someone who's still learning about licenses. Does this mean that since they waited so long to release their OSS that they've been violating the terms of the licenses they've used to ship products for years (potentially)?


No, GPL only requires you to provide source-code to users on request. No general publication requirement.


I think you also have to provide details of the licence/licensed components alongside your distributed software, so that users know they can actually request the source-code.

http://www.gnu.org/copyleft/gpl.html - "And you must show them these terms so they know their rights"


Most games have all of this info in the credits, and if you get a manual anymore, in there.


Nintendo games all have manuals, they're just not physical. For example, if you put a 3DS Game Cart into a 3DS, there's a Manual button to bring up a nice HTML-style manual.


Yes, and those users are free to publish that code in any way they desire.


Keep in mind this isn't a new page; I don't know the history of each package, but at least the Wii U browser WebCore distribution has been there since Wii U release.


https://www.gnu.org/licenses/gpl-faq.html#WhatDoesWrittenOff...

If they were distributing the binaries without any indication that they were GPL'ed (i.e. no written offers), then yes, it would have been a violation. But it's not a violation any longer. They seem to be under compliance.


I actually feel that the post isn't even just about people who don't know that linking to a line number in a changing file will result in incorrect information later. I think it's more that when people link to code, they think it doesn't matter, so it's not something they actively care about. So they don't take the extra time to link to the actual commit since it's not a thing they care about.

I feel the authors real value in their article is a call for people to care about correcting their links for programmers in the future. The article would be better served to say, "Why you should care about linking in time to your GIT repo"


I feel like this could have been a lot better. It appears laggy displaying the time line. Why does this operate in small increments rather than be analogous? You can easily interpolate the colors between the previous tick data point and the next tick data point. It would appear so much better if you did. On top of that, it was incredibly unintuitive.

I had no idea what the buttons in the bottom left meant. Why is does the "play" button use a fast forward icon? Why doesn't it turn into a stop or pause icon when it's playing? When I first opened it, there's no indication of why I had to select a gender before I could even type a name. Displaying the input field (it doesn't look truly because it matches the color theme) and the gender button doesn't inform the user what to do at all.

Overall, it's pretty neat but it's a pretty good example of something that looks pretty but is the opposite of usable.


Sadly that's the trend of late. I unsubscribed from /r/dataisbeautiful for this very reason: tired of seeing pretty-looking but functionally-useless data visualizations.


Is this really "functionally useless"?

I actually find this sidetrack a bit strange as I spent close to no time on making it look pretty (because I'm generally very poor at doing that), instead focusing on allowing for an enormous amount of data analysis in a minimal interface. I understand some interface elements are unintuitive to some, but that's the nature of sole-developer work where we become myopic about the obviousness of things (e.g. I chose where things went and how they worked, so naturally it must seem completely obvious to me, even if it actually isn't).

On the flip side though, and this is just general commentary about how we analyze works, people who have difficulties assume that their experience is universal by the exact same myopia.


You can easily interpolate the colors between the previous tick data point and the next tick data point.

On some mobile devices this had a profoundly negative impact on responsiveness as the device struggled to animate the color changes.

However good points.


Nothing about what he said sounds contradictory to me. In short, what I gained from reading his post is that OSX is small and it doesn't have room to grow to host a gaming population because it's expensive and the hardware doesn't lend itself to gaming. One does not simply just build a mac gaming machine for a reasonable amount of money. On the other hand, he's saying Linux does have that potential because it's cheap and pushes by certain distros have made it much easier to use.


He's talking about if it's by the same owner (him). See beefsack's response which answers this question.


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