You've left this same copy-pasted request on dozens of games in the last day.
Alex Rinehart
Creator of
Recent community posts
Unfortunately, there's a bit of trial and error involved, and it's not an entirely straightforward processes. Here's the steps to the best of my knowledge, based on my attempts to emulate a mac environment.
1. Download or clone this project https://github.com/asr1/padoof. I use VSCode, but any environment should work for editing.
2. Ensure you have npm and node installed
3. Using a terminal (or VSCode), navigate to the project directory and run `npm install`
4. If all goes well, there are no errors, and you can run `npm run buildmac`.
5. If all goes well here, it's just a matter of finding the build artifacts (which should include the dmg installer file), then that should be that.
6. There are a handful of dependencies that this project has (like ghostscript) that should be relatively straightforward to install on Mac, but I'd need to write a script to grab the correct versions and make it easy to install.
---
3b. I would not be surprised if this step fails. If it does, it's probably looking for ffmpeg-static, which should either be removed, or changed in `package.json` from 4.3 to 4.4.1. I would expect that the electron dependency also needs to be changed. Looking online, it looks like maybe `"electron": "^29.2.0",` should be changed to the latest version, by running `npm update electron`.
4b. I've never gotten this far, so if this step fails, I'd need to look at the error messages and see what can be done.
I don't know what your level of experience is, so please forgive me if I either explained things that are obvious, or did not provide enough context. I'm happy to help out where I can, but I suspect this is relatively tricky to accomplish using this approach (asynchronous itch posts :))
Either way, I appreciate the offer and enthusiasm!
Unfortunately, I've hit a dead end with Mac development. Building for Mac requires a Mac, which I do not have access to. I tried a number of workarounds, but none of them seem feasible for me.
Unless my local library gets a Mac, or someone in the community decides to port it, this is currently not on the horizon.
Some absolute gems here!
> If If you have a subsystem for pre-modern dentistry, this should be because it teaches the players something about your game world---not because it crossed your brain’s arbitrary realism threshold.
> Writing powers that just work, with no costs or prereqs, i.e. “you can walk on walls,” is messy design, but it gives players permission to hang out on every wall they see.
Overall, this is a great, accessible PDF chock-full of advice and practice on making a TTRPG with intentionality and care.
5/5
Right now, modals on itch.io dismiss when the mouseUp event is detected outside of the modal.
This means that if I highlight text and move my cursor outside the modal before letting go, the popup window is dismissed (see image below).
Suggestion: Instead, only dismiss the modal on mouseUp if mousedown also happened outside the modal.
Today the behavior seems to be that if either mousedown OR mouseup occurs outside the modal, dismiss.
Simply put, my issue is that I often accidentally dismiss modals when trying to select text.
All my community copies are exactly the same as the retail versions. For those unable to responsibly purchase my games and supplements, or for those who are unsure if they will enjoy them, I encourage the claiming of a community copy. I also encourage that those who do find they enjoy my games from a community copy buy another of my games to pay it forward :)
As to your other question, Powers Better Left Untouched is just the term I'm using to describe all of the abilities offered in this book. Each of them adds a little more complexity and a new option to take with your mech. The implication is that these powers (while incredibly useful!) may come with some detriment or hidden cost, beyond the manifestation.
We all know we shouldn't read the Latin from the glowing tome. And yet....
I hope you enjoy CROW, and that it brightens your games of NOVA with just a little bit of mysterious, perhaps dangerous options.
We've got new and improved rules for stealth, new mission types (THREE BOMB! Base Defense! HEIST!), new terrain effects, lots of new nautical baddies to fight, loads of new rooms.
Seriously, I'm so excited about this expansion. Not only does it expand on the base game, it also fills in some of the gaps and just makes for an all-around richer experience. If you like Cyberrats, you'll LOVE this!
Picture this: Lord Ventris has a court wizard. Scatterbrained guy by the name of Pappellion. He forgets his spells, our Pappellion, so he uses parrots to remember the vocal bits. One day, disaster strikes!
A little boy is SUCKED INTO A PORTAL after a spell goes awry (don't worry, he's fine, just living with birds now). Presumed dead, Pappellion is tried as a murderer and sentenced to JAIL. His beloved birds are killed before him. Now he's out and he wants REVENGE
So what's a wizard to do? Just what anyone would do, given the circumstances. He summons Guano the Great, dread pigeon of fire-breathing fame, directly into Lord Ventris's courtroom! ...Or he would anyway, if it weren't for those damn necromancers protecting the Lord.
That's where you come in. I won't spoil all the secrets, just know that there is INTRIGUE and POLITICS and UNDEAD OWLBEAR SKELETONS in this adventure about a giant pigeon.
Extremely addictive! I especially loved the bit with the frog.
I played the demo yesterday and immediately bought the full version on steam and played it all the way through!
There's a couple oddities to the combat (like how shields are better than weapons) but once you wrap your head around it, it's quite fun. A bit more of a puzzle than Slay the Spire.
There's one small bug where the upgrade card can accidentally be dragged onto itself, and I didn't see a way to play as the witch, but this is truly an incredible game, and a very impressive project, especially for just one person!
5/5 don't miss out!
This game is very cute, fun, and easy to play! The rules are clear, and the tools for building an incursion are simple to use. I love the postcard character sheets! This is a really great game to break out quickly, as it's easy for new players to commit, and a game can easily be resolved in just a couple hours!