BGE v1.5 is now out of beta status, and has become the new official release of BGE, replacing BGE v1.3.
The main features of this update are:
• Added a "Merge into Multi-token Component" command
• Added a "Split into Multiple Units" command
• Added a "Rasterize Text Label" command
• Added a means of creating multiple Text Labels at once
• Numerous improvements to the Text Labels feature (e.g., Text labels can now be edited with a double-click)
• Bug fixes
The format for Game Files and Deployments has not changed since v1.0.
This is a Full Install. A patch version is available below.
Download BGE v1.5 here:
Windows version (49.3 MB)
Mac version (50.2 MB)
For convenience, BGE v1.5 is also available as a patch for BGE v1.4. You must already have BGE v1.4 installed in order to use this patch.
BGE v1.5 Patch for Mac & Windows (5.3 MB)
How to "install" this patch: Unzip the downloaded file, then simply move the included files into the corresponding BGE v1.4 folders, overwriting the existing files when prompted.
Although a ReadMe file with the information below is contained in the BGE v1.5 download, some people might find it useful to see the changes prior to downloading the zip file.
• Added a "Merge into Multi-token Component" command to the contextual popup menu that appears when you right-click on a multi-unit selection. Selecting this command will result in a single unit being created which uses/includes the currently-showing token of each of the selected units. The resulting unit will be selected automatically once the operation is complete. This command should be particularly useful for creating custom artwork using BGE's Draw Tools and Text Label tool. For example, you could create ten custom text labels each showing a number between 1 and 10, then use this command to create a single multi-token component to be used as a counter/indicator (say, to track hit points or victory points). Note that this command will only function if all the selected units are Components.
• Added a "Split into Multiple Units" command. This command is only available for the host, and only when a game session is not currently being hosted, and only for multi-token units. Selecting this command will create a new unit using each token present in the source unit. The newly-created units will be named as per the name of the Token artwork, and will retain the settings (e.g., scale, rotation, offsets, etc.) that were present in the source unit. For example, if you execute this command on a unit that contains 5 tokens, you will end up with 5 units, each having a single token. This command can be used immediately after creating a multi-token unit, in order to very quickly get a lot of units on the game board from a folderful of graphics.
• Added a "Rasterize Text Label" command to the contextual popup menu that appears when you right-click on a Text Label/s. Selecting this command will cause the text label/s to no longer be editable (i.e., the "Edit Text Label..." command will no longer be available for it/them).
• The draw tools and text label tool can now be used to draw on other components.
• The Text Label Editor panel now allows you to create multiple text labels (i.e., discrete components) at once by simply using a pipe character (|) as a label separator. For example, if you type "B|G|E" into the text field, clicking on the Done button will create a total of three Text Labels (one that reads "B", one that reads "G", and one that reads "E"). This new capability makes it very easy to create many labels in a matching test style (size, font, etc.).
• You can now double-click a text label to open the Text Label Editor panel. This should make it faster to edit text labels on-the-fly during a game session.
• You can now right-click on the text field located in the Text Label Editor panel to instantly select the entire contents of the text field. This should allow for quicker replacement of existing text, such as when updating HP or Victory Points.
• Text Labels now re-render themselves when loading a Game File or Deployment.
• Change: When creating text labels with the Draw Tool, they will no longer be sequentially named (e.g., "Text Label 1", "Text Label 2", etc.). Instead, they will be named "TL: " followed by the text of the label (or a truncated form of it, if the text is too long). This change should make each text label more easily identifiable in the Unit Manager.
• It is now possible to disable the "Measure Range" and "Measure Move" commands, by setting the number of units per cell (in the text box located on the Board Settings panel) to 0. Some games (e.g., Chess, or most card games) never require measuring distance, so this new option will help to de-clutter the contextual popup menu in such instances.
• When exporting a Game Media Bundle, the user is now warned if required media assets are missing, and is presented with a list of the names of the missing assets.
• The [U] hotkey now toggles the Unit Manager.
• Bug fix: Using any of the following characters when naming a value to track in the Turn Sequencer would result in a "Not a symbol!" error message: +, -, /, *, &, =, [, ], ., <, >, #, ¢
• Bug fix: It was not possible to click on a component set to Tile in order to begin creating a text label.
• Bug fix: The "Count 10s as 0s" setting in the Dice Roller window was not properly summing die rolls when the "Show Roll Total" option was selected (10s were being still being counted as 10).