Tabletop Simulator

Tabletop Simulator

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NMBR 9 [scripted]
   
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Type: Game
Complexity: Low Complexity
Number of Players: 1, 2, 3, 4, 5
Play Time: 10 minutes
File Size
Posted
Updated
69.553 KB
Apr 1, 2018 @ 4:21am
Nov 2, 2020 @ 3:10am
4 Change Notes ( view )

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NMBR 9 [scripted]

Description
NMBR 9 [scripted]
- Script does: a) count player's score during the game (optional); b) count down the time to place your tile (optional - this is house rule. Also, you can change timings).
- I've made new models for all the tiles. There should be no problem in placing them unless you do something completely wrong (set your Rotation_Degreees to 90* and don't use gizmo to move your group of tiles).
- Timer and player boards are not part of the game - I've made them because I think they will make the game (the mod) better.

Some of the assets were taken from Jamo's NMBR 9 mod https://steamcommunity.com/sharedfiles/filedetails/?id=1206227775
Special thanks to ShankyPanky for helping.

- In NMBR 9, players score points by creating their own displays of uniquely shaped number tiles. The higher a tile is in the display, the more points it`s worth - and the most points wins! Put the pieces together and go for the big score in this puzzling, number-stacking game!

#NMBR9 #PeterWichmann #ABACUSSPIELE #TileLaying #Abstract
11 Comments
Bucketsmith Sep 5, 2023 @ 1:08pm 
Is there a way to start a new game without reloading the workshop item?
cryptosha  [author] Sep 11, 2020 @ 4:26pm 
Ator61, If I have a situation with 6+ players and this game I would suggest creating 2 rooms with 2 hosts and with 1 of the hosts taking cards, telling the other table to draw the same card. Also, save sharing would work.
Ator61 Sep 11, 2020 @ 11:57am 
This is awesome, well done!
I would like to suggest upping the player count to 8.
When we play in person, I have two copies so can seat 8. In fact the game supports ANY number of simultaneous players as long as you have more copies. More than 8 in TTS would just be too visually cumbersome.
cryptosha  [author] May 9, 2018 @ 2:36pm 
iakona, snap points will give the same result. The only possible decision I see is to change tiles in Blender. If tiles have 1 x 1 properties, the placement will be good enough. Unfortunately, carrying and rotating tiles would not be so pleasant - because of shifted center (you can find plenty of examples throughout TTS workshop of non-centered objects).

'Toggle Scoring' - done
iakona May 9, 2018 @ 1:59pm 
hmm yea the grid this is a dousy, could do like snap points or something on the player board and pieces, but prolly too much hassle.

also you should change the button name to "Toggle Scoring" or something :P

thx for the quick turn around though on the changes
cryptosha  [author] May 9, 2018 @ 3:09am 
iakona,
a) good point. Made the button to toggle between two modes.
b) good point. Made the script brings tiles to the center of table.
c) I recommend you to change grid sizes yourself. You will find that any higher values (0.8) make the tiles miss their places - it happens because tiles have 3 (w) x 4 (h) properties and top-right corner square of any tile (except '1') has 1.5 x 2 median value. So, if you rotate tiles 90* on the table you have to take into consideration these halves shifts.

Thank you for your feedback. This was very helpful.
iakona May 8, 2018 @ 9:15pm 
So a little feedback

I would change turn off scoring to toggle, in case people don't want it during the game, but want to see score after game.

When a new card is flipped, would be nice to deal out a tile to everyone (not a huge problem, just convience since there's a timer)

Also the grid seems to be half as big as needed, i.e. pieces or snapping to half square distances
cryptosha  [author] Apr 2, 2018 @ 1:42am 
Unreal Ed, my pieces have edge's length 1, so it works with TTS grid size 1. I scaled 'numbers' a little bit so I had to change the grid value too.
-'if you lift a piece and it's not perfectly flat, it'll mess up' -Re: you can say it about everything in TTS. In our test games we had no problems with that, so I assume it's not such a big deal.
Unreal Ed Apr 1, 2018 @ 9:45pm 
That's about what i expected. It works but it's quite close, so if you lift a piece and it's not perfectly flat, it'll mess up while its dropped.

Also, how did you make the pieces align to the grid? Is that just based on your origin with the models?
cryptosha  [author] Apr 1, 2018 @ 10:48am 
Unreal Ed, my 'numbers' are models (not tiles like in the other mod). Models have meshes and colliders. I've made meshes the usual way. And colliders are similar to meshes but they have smaller squares (https://i.imgur.com/zAXse5J.jpg) . That way models in TTS have some more space and can fit properly in the grid but everything looks almost ideal.