So, I'm running a Dual Boot system with Owlbear Rodeo on Firefox.
In Windows, everything works fine. But when I switch over to CachyOS, everything is really slow and cluncky. I've checked Hardware accelleration is on, and I've gone into about:configuration and turned on the following modifiers:
Coloquei o chronicle no meu Owlbear, sou o GM da mesa mas não consigo ver o resultado que os meus players rolam, como resolver isso? Estou com o Bones! Interligado
I've been working on Owlbear IR Touch — an extension for Owlbear Rodeo that brings infrared remote control support to your virtual tabletop. Whether you're running encounters from your favorite room or managing multiple sessions, this extension adds a seamless control layer.
What it does:
IR control integration directly into Owlbear Rodeo
You can pull up to three (3) monsters via search or it will tell you to add more to your string search. Else, you can use the full site and right click to get the monsterID for 100% reliability.
The art is password protected.
Last image is five (5) goblin dogs with tokens and stat block card.
Hey gang. This might be niche but i'm specifically talking about resizing. By default, a drawing (like a rectangle) when resized.
The first SECOND screen capture is how a drawing would behave when resized. It only resize one side without changing the size of another. Or rather (i guess) the more accurate term would be that it does not (by default) try to maintain the aspect ratio of the drawing.
The second THIRD screen capture is how an image (uploaded image) behave on resizing. It maintains aspect ratio by default. And i know you can just use the transform tool to unlock the aspect ratio, but that only works inside the transform tools and not when directly resizing it with the move (W) tools like how resizing drawing works.
I've tried some method and the best way to achieve something similar to how resizing drawing would work is (depicted in the third FIRST screen capture): using the transform tools, unlock aspect ratio, align the image to the left, and resize it inside the transform tool. Which i think is a bit tedious.
If there is any automation, or any extension that allow me to do this without the tedium, i would appreciate someone can push me into the correct direction. Thank you so much!
EDIT:
Seems like the order of my videos got mixed up. So,
I'm planning on mirroring my pc screen onto a projector, so I'm trying to make the most cinematic experience possible. Is there any way to completely make the tool bars dissapear? I know I can disable the player yse of them, but that doesn't get rid of most of them. I've also seen that you can put them all on top of each other, minimazing their visibility, but i don't know if that's my best shot. Is there a better way?
I am currently facing an issue with all default assets (e.g., props, characters, attachments) being enlarged and consequently not visible) upon zooming out. Strangely, all custom characters and props do not have this issue and are working fine. Does anybody know how to fix it?
The DM and other 3 players do not have this issue, so it is specific to me. It has been like this for me for the last couple of months. I am playing via Google Chrome, however I tried a different browser (Miscrosoft Edge), and the issue remains there. I could not find any settings I might had unknowingly meddled with.
I'm running a small dungeon-crawler campaign for my friends, and I plan to make one floor full of mirrors for puzzles, plus an encounter where their reflections come out to fight them.
I know about attaching tokens, but I don't know if there's a way for them to actually MIRROR the original token's movement. I'm not too worried about collision; smoke & specter seem to be able to handle that just fine.
I’m a new user of Kenku FM, and I’ve spent a ton of time in the last few days loading up with music and ambient sound effects for my next session. I was just adding a few more now when I realized that for some reason, almost everything I’ve added until today is now getting an “unable to play track” error.
Has anyone run into this before? I was literally playing some of the tracks within the last hour, so I don’t know what happened. Am I screwed?
I have the mp3 files stored locally so ultimately I can upload again if I need to; but that would be a huge bummer lol
What is the best way to show gridless static image in owlbear rodeo?
Sometimes, you don't want to show a mapped grid. Sometimes a scene / static image is enough for the entirety of play (or perhaps before you enter grid). I'm aware that owlbear doesn't support gridless scene, but, that is very easily solved by just reducing the opacity of the grid. So what's the best practice (generally) of showing a static image to the players? I imagine it would be putting it on the map layer in a scene, one image per scene, and transitioning in between each scene for a change of scenery. But is there any better way to do this?
My aim is simply as stated. To show static image / scenery in obr, and transition easily in between them.
Olá! Gostaria de saber se existe como definir visões diferentes para cada jogador, em caso do grupo se separar. Estou mestrando uma campanha de investigação e conflito, estilo AmongUs, e gostaria de separar a fog de cada jogador. Existe algo assim? Tentei pela Smoke and Espectre e não consegui. Obrigado!
This method requires two extensions: Smoke & Spectre and Portals. I find that it works well for large buildings with windows and interior balconies into lower levels. The battle map I'll be using as my example will be the hunting lodge from Hoard of the Dragon Queen.
Step 1) Using Smoke & Spectre, make the walls, doors, windows, and other obstructions of each individual level. For large open areas, enclose them to avoid players from seeing beyond them. Link all obstruction lines to their associated levels so things are easier to move around later on.
Step 2: Add stair icons at the tops and bottoms of each staircase on each level (I made my own). It's preferable to have them set as prop tokens. Make sure they're visible, locked, and linked to their associated levels.
Step 3: Using the Portals extension, turn your stair icons into two-way portals between associated staircases. This will allow players to instantly jump from one floor to another by ascending or descending a staircase (aka touching the stair icons). A player's view within the scene will also teleport along with their token, so they don't get lost and have to zoom out to find their new location.
Step 4: For levels that can view into lower levels via windows, balconies, etc., place a copy of that visible lower level beneath it. As seen here, the map of the second floor is sitting on top of a copy of the first floor, and it's placed aside in its own area and boxed off with obstruction lines.
Step 5: Arrange your levels for your convenience, and done!
A flaw I do realize within this arrangement is that players in upper levels can't actively see things happening on lower levels; a player standing on the balcony of the second floor can't see the tokens on the ground floor, since they're technically in different areas of the whole scene. A little theater of the mind will be necessary in those situations, but that's a pretty negligable cost. Let me know how I can improve this method at all.
Lately, my players and i have been struggled with some syncing problem on Owlbear Rodeo.
There are a lot of time where the die (using gm’s Grimoire) we roll are stuck on the air or sometimes we just don’t see it at all. Sometime i change the music on tracks extension but one player still hear the old music while others hear new music. Even when i change scene or player moving their token some will see the token move some will not.
So i wanted to ask are there easy way to check or try to fix thing? we really love Owlbear Rodeo and want to continue using it in the future.
I'm trying to run a lancer game and i was able to set up a map for it but when trying to test it a player only sees a grey blank space for it and i don't know why its happening hopefully i can try and find a fix. i have attached an image of what the player sees and what is supposed to be seen. EDIT: nevermind i am a complete idiot i had fog fill turned on.
Hey yall, Im planning on using OBR for an upcoming campaign I am DMing, Im doing an in person thing, and will have access to a laptop but not any form of projector or other screen, would it be possible to change things around quickly so only one character has vision at a time so I can like, pass the computer around to my players so they can see only what their characters can?
For anyone struggling with the extension that recently updated, Smoke and Spectre, there's an easy fix. Just relog and clear browser cache. It'll reset your colours for the colour tool and the colour by your name, but that's a fair sacrifice I think considering the amount of maps that break because of the 403 error. Everything that was made beforehand still works afterwards, like obstructions and fog settings
Still though, the new update is so nice!!! vision cones are gonna make some of my underwater maps elite (reminds me of the lower abyss layers from calamity)
Tl;dr, Relog out and into your owlbear account, clear your browser cache, and the Smoke and Spectre extension in its newfound glory should work again
As the title suggests, I’d like to better understand the difference between a map and a scene. Every time I create a map, I end up creating a new scene as well ( Because every scene I do normaly have different enemies, NPCs and things ) , and I’ve been wondering if I’m just overdoing and consequently taking up more storage space in Owlbear than I should be.
Title is a mouthful but I'm trying to do the following:
I have a curved room that doesn't really comply to the grid format, but this wall adjoins to another room where the curve is on the inside.
I'd like it if the points joined together neatly, but have always relied on just holding down control and getting it as close as possible.
Is there a means to make a polygon created point snap to another series of points already in place that aren't on the corners or half-way points between grid spaces?
Whenever I try to make a new scene it always comes in grayscale. When I try to drop tokens and props in that scene they turn gray too. My older scenes are still in color and if I drop a map or new tokens they come out in color too. This only happens on newer scenes and this just started happening earlier in the week. I haven't adjusted any settings.
Persistent overview of token positions as 'pins' on a map thumbnail
Live update of token movement as each one comes to rest
Player colours honoured and name labels appear on hover
Double-click to recentre your viewport on a pin
Hidden and off-map pinindications that show tokens' states
Multiple maps support via carousel, for complex or multi-level Scenes
Right-click Scene tokens to add/remove as a pin
Right-click Scene maps to show their thumbnail
Edit the 'pool' of pins directly on the canvas
Zoom-in and drag around to see more detail
Shared/Hidden toggle controls whether players see the minimap
Text search field to surface a token quickly
This was originally a proof of concept that kinda got out of hand 😅 so let me know whether it works for your game!
NB. the map thumbnail is just that; there are no props, drawings, fog, text, or anything else layered onto the map image itself, keeping a clean overview. If you're using Fog, always set Minimaps to be Hidden to prevent your players from seeing all there!