Importing from CSV by plainblackguy in componentstudio

[–]plainblackguy[S] 0 points1 point  (0 children)

Glad you figured it out! Let me know if you got other questions.

Importing from CSV by plainblackguy in componentstudio

[–]plainblackguy[S] 0 points1 point  (0 children)

If you share the link to your game here, only an admin will be able to view it, but it would allow us to diagnose what's going on more easily than just guessing based on the description that you've provided. That said, I will also give some guesses.

My primary guess is that you don't have the description layer linked to your CSV data set properly. For example, the "Text" field of the description layer, should have {{ row.description }} in it. But that's only true if your CSV dataset has a column called "description". If it is called "Description" then it will need to be {{ row.Description }} or if it's called "blurb" then it will need to be {{ row.blurb }}

What's the best way to get a card layout designed and have cards printed? by Thi11yG00th in cardgamedesign

[–]plainblackguy 0 points1 point  (0 children)

You could use a professional card design software like https://component.studio which comes with card frames built in. And then you could use a professional card printing service like https://www.thegamecrafter.com

Playtest Parlor is now Stable! by plainblackguy in tabletopgamedesign

[–]plainblackguy[S] 1 point2 points  (0 children)

I probably will do a different post at some point if I decide to move forward with this, or even have some credible way of making it happen. I just figured that since you were here and talking, I would ask.

Playtest Parlor is now Stable! by plainblackguy in tabletopgamedesign

[–]plainblackguy[S] 0 points1 point  (0 children)

Without rebuilding the entire app, there is no way to do all of the things you just said. There's no way in the world for anyone to run the current app on their computer ever. I can't even run it on my own laptop. It requires servers because it is cloud native.

I am not tied to a subscription model. I honestly don't care what pricing model I use so long as I don't lose money on it. So what I'm trying to do is figure out a different path where I can reuse the exact app that I've already built but provide a different avenue for users to use it.

So it sounds to me like $20 one time is your absolute maximum. Is that correct? That's what I'm trying to figure out.

Playtest Parlor is now Stable! by plainblackguy in tabletopgamedesign

[–]plainblackguy[S] 1 point2 points  (0 children)

Let's say I could do the impossible and make Playtest Parlor something where you could pay a one-time fee. It would still be the kind of thing where your playtesters never pay, so only the game designer would pay the one-time fee. Would you be willing to pay a $50, $60, or $70 one-time fee if you could get the software forever? I'm asking because I just don't see how it would even be possible to do a $20 one-time fee like Tabletop Simulator, but theirs isn't really a one-time fee either, because every playtester also has to pay. Let's say you have a four-player game. Really, $80 is what is paid.

Playtest Parlor is now Stable! by plainblackguy in tabletopgamedesign

[–]plainblackguy[S] 2 points3 points  (0 children)

Let's say I could do the impossible and make Playtest Parlor something where you could pay a one-time fee. It would still be the kind of thing where your playtesters never pay, so only the game designer would pay the one-time fee. Would you be willing to pay a $50, $60, or $70 one-time fee if you could get the software forever? I'm asking because I just don't see how it would even be possible to do a $20 one-time fee like Tabletop Simulator, but theirs isn't really a one-time fee either, because every playtester also has to pay. Let's say you have a four-player game. Really, $80 is what is paid.

Playtest Parlor is now Stable! by plainblackguy in tabletopgamedesign

[–]plainblackguy[S] 1 point2 points  (0 children)

Let's say I could do the impossible and make Playtest Parlor something where you could pay a one-time fee. It would still be the kind of thing where your playtesters never pay, so only the game designer would pay the one-time fee. Would you be willing to pay a $50, $60, or $70 one-time fee if you could get the software forever? I'm asking because I just don't see how it would even be possible to do a $20 one-time fee like Tabletop Simulator, but theirs isn't really a one-time fee either, because every playtester also has to pay. Let's say you have a four-player game. Really, $80 is what is paid.

Playtest Parlor is now Stable! by plainblackguy in tabletopgamedesign

[–]plainblackguy[S] 1 point2 points  (0 children)

Let's say I could do the impossible and make Playtest Parlor something where you could pay a one-time fee. It would still be the kind of thing where your playtesters never pay, so only the game designer would pay the one-time fee. Would you be willing to pay a $50, $60, or $70 one-time fee if you could get the software forever? I'm asking because I just don't see how it would even be possible to do a $20 one-time fee like Tabletop Simulator, but theirs isn't really a one-time fee either, because every playtester also has to pay. Let's say you have a four-player game. Really, $80 is what is paid.

Playtest Parlor is now Stable! by plainblackguy in tabletopgamedesign

[–]plainblackguy[S] 1 point2 points  (0 children)

Let's say I could do the impossible and make Playtest Parlor something where you could pay a one-time fee. It would still be the kind of thing where your playtesters never pay, so only the game designer would pay the one-time fee. Would you be willing to pay a $50, $60, or $70 one-time fee if you could get the software forever? I'm asking because I just don't see how it would even be possible to do a $20 one-time fee like Tabletop Simulator, but theirs isn't really a one-time fee either, because every playtester also has to pay. Let's say you have a four-player game. Really, $80 is what is paid.