I know that for myself (and I think most others here), we learned how to do it
by grabbing a few existing modules, playing them to see how they work as a
finished product, and then open up each in the VASSAL editor to see what the
designer did to make it work as it does.
When you edit a module, the first thing you'll notice is that everything is
listed as sort of a hierarchical "tree". The 'Map' is listed and that expands
to possibly show a grid which possibly expands to show hexgrid numbering.
Below that somewhere is a 'pieces' list which will expand to show various
categories and so on. Traits are applied to each piece, etc, etc.
The most important thing inside of the editor is the help file which you can
access by clicking on the icon on the top right (I think it is). That has all
the information that you need, though you may not think so at first. :) It
just takes a little bit of experimenting. I simply started tweaking existing
modules by adding new pieces, and then adding traits to those new pieces and
seeing if it was working when I'd launch a new game. And then I'd do some
other things, add a map perhaps. Until finally I figured that I could start a
module from scratch.
I think that's the key to getting going with your module.
Good luck!
GJK
At 03:15 AM 10/13/2006, you wrote:
>I'm probably being lazy here, or stupid, or possibly both, but I'd
>really like to create a module for that classic Series 120 game
>Asteroid. I have no idea where to start. Is there a manual on how
>VASSAL works from the module creation perspective, or are you all just
>natural geniuses? :)
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