Sterling Babcock
United States
Colorado
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How to create your own set of IDKWDYWTP Cards using BGG2nanDECK, nanDECK, and IDKdeck_Solamar
So you want to create your own set of cards for IDKWDYWTP? Well, here it is! Finally all of us have gotten together to make it happen!
Much appreciation goes to: - Andrea Nini (n_and) for BGG2nanDECK and nanDECK - Lee Smith (SawHat) for the original version of this script - additions from Dan Corrin (dcorrin) and Andrew Tullsen - Card backs courtesy of Henry Allen (KlydeFrog)
Well, this is a first attempt at all inclusive instructions, for creating cards. Post your comments.
Instructions:
There are 3 different programs to creating cards for IDKWDYWTP Cards.
* BGG2nanDECK.exe: Used to collect BGG User and Game data, and outputting result.txt
* nanDECK: Which is a general purpose tool to create cards of any kind.
* IDKdeck_Solamar: The script that creates these particular cards.
So here is what you need to do. Really it is not too hard.
1. Look at the example cards in the Examples folder. You will eventually need to choose the options you want.
2. Run BGG2nanDECK.exe
3. Put your BGG Username into the white box in the center below "Clear"
4. Click "Load from user". This creates xml/UserID.xml and .csv
5. You may want to click "Sort". It sorts by BGGID. I suppose you could export the left box to excel and create your own custom sort and paste it back in.
6. The options: (I don't know all of these) - Images: I use Path + Name - Resolution: If you use Standard, be aware that some game images will fail running nanDECK. You will need to edit the images and resave them as they have corruption from BGG. - Games: Only Games/Expansion flags based on "expansion for base game" in mechanics. - Games owned/prev owned/.../trade: Based on BGG flags for your data - Only new: Looks at your last results.txt and only keeps the ids that are new. - Description: Very useful to have the game description if you use it on the card - Personal Names: Personal game names are when you override the base BGG game name. - Personal Images: When you over ride the BGG default image with an own:xxxx tag on the game - Only first Designer/Publisher: In case multiples are listed on BGG. - Overwrite XML: To replace the files in the xml folder when there is an update. - Overwrite images: To replace the files in the img folder when there is an update. - Paths: Override the default paths to things. Leave most of these alone.
7. Click "Load Games"
8. Verify that the "Path nanDECK" points to the subfolder with nanDeck.exe
NOTICE: By default, bgg2nanDECK points to bgg2nandeck.txt script, which is VERY minimal. So:
9. Verify that the "Script nanDECK" points to the IDKdeck_Solamar_yyyymmdd.txt
10. Click "Run nanDECK"
On to running nanDECK:
11. Basically, "Validate deck", and then "Build deck"
Now, if you want to change how the cards look, you actually have to edit the script itself in the nanDECK window. I put most of the configurable elements at the top of the script, and you set them active by setting the value to 1, or inactive by setting the value to 0.
12. Options: Look at the section in the script titled "CONFIGURATION Examples". These show sets of options that some people have used before.
13. "CONFIGURATION": Lots of options here. Just try them and see. What you have to do here is actually edit the script text, setting options as 1 or 0 to flag them as being active or inactive.
I recommend creating your own abbreviated results.txt by removing all but 5 lines in the left box of BGG2nanDECK on step 5 above and recreating the results.txt with only a few cards in it. That way as you rerun the script many times to decide how you like it, it takes less time. Then finally run with all your cards in the results.txt.
14. Other options that you can edit in the script by setting flags: Weight: How the game weight appears BestWith: Best with number of players as meeples or numbers Players: Best with number of players as text Time: Playing time Info: What to show in the information box Statistics: Multiple ways to show Weight Values: How to divide up game weight. Scale of 1 to 5 Variables: More detailed changes like fonts, colors, etc.
15. Each time you change options, click "Validate deck", and then "Build deck"
Let me know if you have any suggestions!
Solamar on www.boardgamegeek.com
I just posted updated files to include all the new versions of the tools and a readme like this post.
Currently all the files are at: http://www.boardgamegeek.com/filepage/39120
For development information, read: http://www.boardgamegeek.com/thread/347794
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♪ Isaäc Bickërstaff ♫
United States Greer South Carolina
Entropy Seminar:
The results of a five yeer studee ntu the sekund lw uf thurmodynamiks aand itz inevibl fxt hon shewb rt nslpn raq liot.
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I'm confused by step 13, the configuration. Should there be a button labeled "CONFIGURATION," or do I have to play around with the settings in the main window at the top half of the program?
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Sterling Babcock
United States
Colorado
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Verkisto wrote: I'm confused by step 13, the configuration. Should there be a button labeled "CONFIGURATION," or do I have to play around with the settings in the main window at the top half of the program? Oh, silly me. Blind by doing it all myself. You have to edit the text file there. I will add more detail.
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Martin Pettersson
Sweden Uppsala -
PROTEIN. WATER. LIQUOR.
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I'm getting this error when validating. I have a game in my collection that allows for more than 10 players if that helps.
-- Validating labels... 1026: Label unknown: < [ 11PLAYER ] > 1054: Label unknown: < [ 12PLAYER ] > Invalid labels, validation aborted --
I've tried to track down the bug myself but I don't understand the script good enough apparently...
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Sterling Babcock
United States
Colorado
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guzerat wrote: I'm getting this error when validating. I have a game in my collection that allows for more than 10 players if that helps.
-- Validating labels... 1026: Label unknown: < [ 11PLAYER ] > 1054: Label unknown: < [ 12PLAYER ] > Invalid labels, validation aborted --
I've tried to track down the bug myself but I don't understand the script good enough apparently... Hmmm. That is the card backs going past the 10 players. You can disable the cardbacks at the top.
Also, here is a possible fix. Let me know if it works so that I can post it:
; Add the player recommends for 11 and 12 players for the back. This is correct because maxplayers is tested [11player]=R [12player]=R macro=DrawPB_, (PB_range), (PB_Type), (PB_Y), (PB_XTra), (PB_Players), (PB_Line), (PB_Fill)
You just need the first 3 lines. The 4th line is the line you put it above. (The semicolon is a comment on line 1.)
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Matt Robertson
Canada Regina Saskatchewan
Life is Short; Play Games!
Check out www.saskgames.com for gaming clubs, stores, and events in Saskatchewan.
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I am sure I am missing some key step. Pardon me being obtise, but I am stuck. Everything looks good right up until I click on "Build Deck"
I get the message in the window: -------------------------------------------------- Building deck... Card 0 Deck built (00:00:00)
But nothing gets built.
Any guidance to offer?
Thanks in advance.
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Joe Niezelski
United States Seymour Connecticut
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How do you get the version of the card on the right, where it shows the mechanics and categories instead of that wordy, poorly-formatted description that never fits on the card?
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Sterling Babcock
United States
Colorado
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DuckAndCower wrote: How do you get the version of the card on the right, where it shows the mechanics and categories instead of that wordy, poorly-formatted description that never fits on the card? In the script, set:
[Info_Description]=0
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Sterling Babcock
United States
Colorado
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Bixby wrote: I am sure I am missing some key step. Pardon me being obtise, but I am stuck. Everything looks good right up until I click on "Build Deck"
I get the message in the window: -------------------------------------------------- Building deck... Card 0 Deck built (00:00:00)
But nothing gets built.
Any guidance to offer?
Thanks in advance. It sounds like you did not run BGG2nanDECK. Look in your folder at the file results.txt. Does it have anything in it?
Also, did you click the verify button before build button?
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Matt Robertson
Canada Regina Saskatchewan
Life is Short; Play Games!
Check out www.saskgames.com for gaming clubs, stores, and events in Saskatchewan.
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Solamar wrote: Bixby wrote: I am sure I am missing some key step. Pardon me being obtise, but I am stuck. Everything looks good right up until I click on "Build Deck"
I get the message in the window: -------------------------------------------------- Building deck... Card 0 Deck built (00:00:00)
But nothing gets built.
Any guidance to offer?
Thanks in advance. It sounds like you did not run BGG2nanDECK. Look in your folder at the file results.txt. Does it have anything in it? Also, did you click the verify button before build button?
Thanks for the quick response.
My results.txt file is looking good; full of comma delimited goodness. I ran the BGG2nanDECK routine. Everything was looking good up until I cliked Build. I ran the Validate Deck just before I ran Build Deck and it looked good. I assume that is what you mean by verify.At the end of the validate I get the message:
Labels OK Deck valid
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Sterling Babcock
United States
Colorado
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Bixby wrote: My results.txt file is looking good; full of comma delimited goodness. I ran the BGG2nanDECK routine. Everything was looking good up until I cliked Build. I ran the Validate Deck just before I ran Build Deck and it looked good. I assume that is what you mean by verify.At the end of the validate I get the message:
Labels OK Deck valid Hmmm. I am at a bit of a loss. At the bottom of the window it lists your script. Are you using bgg2nandeck.txt, or IDKdeck_Solamar2009xxxx.txt? You may need to load my script.
If that is what you are using, I don't know what could be happening. If you are on a slow computer, it just may take some time before it starts.
But really, I am having difficulty thinking of what it might be. You might do a validate deck, and then look back in the buffer to see if anything looks odd in the first few lines of the validation.
Either that, or rerun BGG2nanDECK with only one game, perhaps just put a 1 in the upper left block and run it again. See if the one card will tell you more about what is going wrong. Perhaps missing images?
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Andrea Nini
Italy Modena
Best. Game. Ever.
I wrote nanDECK, BGG2nanDECK & BGG2Graph.
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Bixby wrote: I am sure I am missing some key step. Pardon me being obtise, but I am stuck. Everything looks good right up until I click on "Build Deck"
I get the message in the window: -------------------------------------------------- Building deck... Card 0 Deck built (00:00:00)
But nothing gets built.
Any guidance to offer?
Thanks in advance.
Hum, really strange behaviour. I've created a deck using your account (Bixby) and it was fine.
Can you send me the nanDECK log?
Instructions: 1) Click on "Config" button (bottom/left) 2) Check option "Write log to file nandeck.log" 3) Click on "OK" button 4) Click on "Validate deck" button 5) Click on "Build deck" button 6) Send me the "nandeck.log" file (in nanDECK's folder), this my e-mail address:
nand2000 (at) gmail.com
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Matt Robertson
Canada Regina Saskatchewan
Life is Short; Play Games!
Check out www.saskgames.com for gaming clubs, stores, and events in Saskatchewan.
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Thanks for the help guys. NanDeck did not generate the log file. Very bizarre.
I am going to uninstall everything and reload fresh files and put a folder in teh root of C:\ to see if a long path name might be causing some problems. I am also, going to move my computer from behind the corporate firewall to a public internet connection.
Stay tuned...
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Matt Robertson
Canada Regina Saskatchewan
Life is Short; Play Games!
Check out www.saskgames.com for gaming clubs, stores, and events in Saskatchewan.
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Awesome news.
Everyhthing seems to be working fine now. Not sure if the problem was too long for the path or firewall, (I suspect firewall).
Thanks again to ervyone involved. Much appreciated!!!
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Joe Casadonte
United States King of Prussia Pennsylvania
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Is there a way to skip the "Validate" step? I'm only changing a number, I don't need to re-check the whole script, which adds ~50 seconds to the process. Yes, 50 seconds may not seem like much, but it actually is when you're sitting staring at a screen.....
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Sterling Babcock
United States
Colorado
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Joe Casadonte wrote: Is there a way to skip the "Validate" step? I'm only changing a number, I don't need to re-check the whole script, which adds ~50 seconds to the process. Yes, 50 seconds may not seem like much, but it actually is when you're sitting staring at a screen..... No. That is why during development I have a smaller file, results_test.txt, and use that until I am happy with the result. I recommend doing that. At the top of the file you can uncomment the test file line.
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Joe Casadonte
United States King of Prussia Pennsylvania
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Solamar wrote: No. That is why during development I have a smaller file, results_test.txt, and use that until I am happy with the result. I recommend doing that. At the top of the file you can uncomment the test file line.
Ha! The Validation step takes 50 seconds; I don't know how long it would take to render all of the cards, as I hit 'cancel' after about a dozen are done.
Next question: Is there a way to calculate values? It would be great to build up a set of "widgets" that someone could cut and paste as they like. Each widget would have a top-left starting point and then calculate its values from there using offsets, so instead of this:
Quote: if=[BGG_MiniStatsTop]=1 font=[fontA6],[blk] roundrect=[range] ,0.6 , 0.24 , 0.35 , 0.1 , #2C2CFF,#B7B3FF, 0.01, 30 font=[fontA4], "BT", #2C2CFF text=[range],"BGG:" ,0.62 , 0.225, 0.25 , 0.13,left font=[fontA6],[btblk] text=[range],[average] ,0.76 , 0.227, 0.165, 0.13,left
You'd have this:
Quote: [MiniTop]=0.6 [MiniLeft]=0.24 if=[BGG_MiniStatsTop]=1 font=[fontA6],[blk] roundrect=[range] ,[MiniLeft] , [MiniTop] , 0.35 , 0.1 , #2C2CFF,#B7B3FF, 0.01, 30 font=[fontA4], "BT", #2C2CFF text=[range],"BGG:" ,[MiniLeft]+0.02 , [MiniTop]-0.015, 0.25 , 0.13,left font=[fontA6],[btblk] text=[range],[average] ,[MiniLeft]+0.17 , [MiniTop]-0.013, 0.165, 0.13,left
and in order to move it, you'd just have to change top/left instead of re-calculating everything:
Quote: [MiniTop]=1.9 [MiniLeft]=0.24
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Sterling Babcock
United States
Colorado
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Joe Casadonte wrote: Solamar wrote: No. That is why during development I have a smaller file, results_test.txt, and use that until I am happy with the result. I recommend doing that. At the top of the file you can uncomment the test file line. Ha! The Validation step takes 50 seconds; I don't know how long it would take to render all of the cards, as I hit 'cancel' after about a dozen are done. Yes, but the reason it is taking so long is that it is parsing the whole file of data. If you just have a smaller data file for testing, then validation will take much less time. Also, it is highly dependent on speed of the computer. I have seen a faster computer makes a difference. So try a smaller results file.
Joe Casadonte wrote: Next question: Is there a way to calculate values? It would be great to build up a set of "widgets" that someone could cut and paste as they like. Each widget would have a top-left starting point and then calculate its values from there using offsets, so instead of this:...and in order to move it, you'd just have to change top/left instead of re-calculating everything: Yes, that is entirely possible in two ways: One, the way you mentioned. I have done that with some of the routines (weights), but did not do it for all the routines. Which routine in particular would you want to move?
The second way is with macros, which I have also used when tasks are repeated a lot.
Basically, I did not do it everywhere because during development it is a headache to have the variable starting point, and afterwards it is more work to put it in and I did not have time.
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Joe Casadonte
United States King of Prussia Pennsylvania
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Solamar wrote: Yes, but the reason it is taking so long is that it is parsing the whole file of data.
Oh, I get it now -- because it has to expand all of the ranges. Duh.
Solamar wrote: Yes, that is entirely possible in two ways: One, the way you mentioned. I have done that with some of the routines (weights), but did not do it for all the routines. Which routine in particular would you want to move?
I didn't think to just try it. Cool!
Thanks, Sterling & Andrea!
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Joe Casadonte
United States King of Prussia Pennsylvania
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And here's a new Widget:
Quote: ;=========================================== ;==== Extended Mini Stats ==== ;==== (adapted from Solamar's script) ==== ;===========================================
[XMinLeft] = 0.60 [XMinTop] = 0.24
if=[Extended_MiniStats]=1 font=[fontA6],[blk]
; BGG Rating roundrect=[range] , [XMinLeft]+0.000, [XMinTop]+0.000, 0.3 , 0.1 , #2C2CFF,#B7B3FF, 0.01, 30 font=[fontA4], "BT", #2C2CFF text=[range],"Mine:" , [XMinLeft]+0.015, [XMinTop]-0.015, 0.25 , 0.13,left font=[fontA6],[btblk] text=[range],[userrating] , [XMinLeft]+0.160, [XMinTop]-0.013, 0.14 , 0.13,center
; User Rating roundrect=[range] , [XMinLeft]+0.325, [XMinTop]+0.000, 0.36 , 0.1 , #FF7300,#FFD4B0, 0.01, 30 font=[fontA4], "BT", #FF7300 text=[range],"BGG:" , [XMinLeft]+0.345, [XMinTop]-0.015, 0.25 , 0.13,left font=[fontA6],[btblk] text=[range],[average] , [XMinLeft]+0.505, [XMinTop]-0.013, 0.165, 0.13,left
; Rank font=[fontA6],[blk] roundrect=[range] , [XMinLeft]+0.710 , [XMinTop]+0.000, 0.38 , 0.1 , #FF7300,#FFD4B0, 0.01, 30 font=[fontA4], "BT", #FF7300 text=[range],"Rank:" , [XMinLeft]+0.730 , [XMinTop]-0.015, 0.25 , 0.13,left font=[fontA6],[btblk] if=[rank]>0 text=[range],[rank] , [XMinLeft]+0.885 , [XMinTop]-0.013, 0.185, 0.13,right else text=[range]," -- " , [XMinLeft]+0.920 , [XMinTop]-0.013, 0.165, 0.13,left endif
; Year roundrect=[range] , [XMinLeft]+1.115, [XMinTop]+0.000, 0.38 , 0.1 , #01FF43,#B1FFC5, 0.01, 30 font=[fontA4], "BT", #01FF43 text=[range],"Year:" , [XMinLeft]+1.135, [XMinTop]-0.015, 0.25 , 0.13,left font=[fontA6],[btblk] text=[range],[yearpublished], [XMinLeft]+1.285, [XMinTop]-0.013, 0.185, 0.13,left endif
Here are 2 samples (the second shows Samurai as if it were unranked).
 
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Andrew Tullsen
United States Tigard Oregon
Game Parts, Custom prototypes, Print & Play Games
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I'm looking at the card backs, and I really like them. But I have another idea. What about if they were put on the right side of the card, and merged with the meeples?
Like this (image) The card image and the mechanics/description would need to be squeezed a bit up. But Then you could fan your cards out to the side, and see quickly which ones would work with your group!
Can someone do this? (Using Solomar's same colors and options for transparency). You could also add more players (9,10, etc). But that should be an option too (variable). 10 GG to whoever implements it first. 
(The lower right could be used for more stats. (BGG id, designer, publisher, etc.)
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Nathan Wise
Australia Invergowrie NSW
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I had the exact same problem/message as Bixby. I copied the IDKdeck... folder to c:\ turned off my firewall, then ran it again and it all worked fine. Thanks for the help and guidance all.
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Martin Pettersson
Sweden Uppsala -
PROTEIN. WATER. LIQUOR.
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Solamar wrote: guzerat wrote: I'm getting this error when validating. I have a game in my collection that allows for more than 10 players if that helps.
-- Validating labels... 1026: Label unknown: < [ 11PLAYER ] > 1054: Label unknown: < [ 12PLAYER ] > Invalid labels, validation aborted --
I've tried to track down the bug myself but I don't understand the script good enough apparently... Hmmm. That is the card backs going past the 10 players. You can disable the cardbacks at the top. Also, here is a possible fix. Let me know if it works so that I can post it: ; Add the player recommends for 11 and 12 players for the back. This is correct because maxplayers is tested [11player]=R [12player]=R macro=DrawPB_, (PB_range), (PB_Type), (PB_Y), (PB_XTra), (PB_Players), (PB_Line), (PB_Fill)You just need the first 3 lines. The 4th line is the line you put it above. (The semicolon is a comment on line 1.)
Thanks! That seems to have fixed it. Now I'm getting another error though. I guess it's due to some game(s) in my collection.
Doesn't tell me a lot...
Labels OK 693: Invalid expression < {2.3857/8-1/8}|{2.4116/8-1/8}|{1.5264/8-1/8}|{1.7/8-1/8}|{4.0694/8-1/8}| {1.9909/8-1/8}|{2.758/8-1/8}|{1.5759/8-1/8}|{1.9576/8-1/8}|{1.2376/8-1/8}| {1.9/8-1/8}|{3.0679/8-1/8}|{2.0829/8-1/8}|{2.2481/8-1/8}|{2.1307/8-1/8}| {2.2197/8-1/8}|{1.4/8-1/8}|{1.811/8-1/8}|{1.9483/8-1/8}|{2.6195/8-1/8}| {1.2388/8-1/8}|{1/8-1/8}|{2.0187/8-1/8}|{1.6259/8-1/8}|{1.1085/8-1/8}| {2.3754/8-1/8}|{1.6686/8-1/8}|{2.184/8-1/8}|{1.6083/8-1/8}|{1.9396/8-1/8}| {2.0833/8-1/8}|{1.294/8-1/8}|{2.6299/8-1/8}|{2.3529/8-1/8}|{1.4713/8-1/8}| {1.2745/8-1/8}|{1.6698/8-1/8}|{1.1451/8-1/8}|{2.8767/8-1/8}|{2.5042/8-1/8}| {1.7143/8-1/8}|{1.1153/8-1/8}|{1/8-1/8}|{3.3805/8-1/8}|{1.5536/8-1/8}| {2.598/8-1/8}|{2.2217/8-1/8}|{1.2973/8-1/8}|{1.2973/8-1/8}|{2.3669/8-1/8}| {2.5137/8-1/8}|{1.5465/8-1/8}|{1.8696/8-1/8}|{2.4191/8-1/8}|{1.8686/8-1/8}| {2.0811/8-1/8}|{2.0811/8-1/8}|{2.7759/8-1/8}|{2.8613/8-1/8}|{2.2694/8-1/8}| {2.1461/8-1/8}|{3.5575/8-1/8}|{1.268/8-1/8}|{2.5455/8-1/8}|{1/8-1/8} > Deck not valid
Tell me if you need any other info.
Great job on this!
edit:
oh, and this is on line 693.
Output: 693: ROUNDRECT="1-{65}",1.85,0.07,{2.3857/8-1/8}|{2.4116/8-1/8}|{1.5264/8-1/8}| {1.7/8-1/8}|{4.0694/8-1/8}|{1.9909/8-1/8}|{2.758/8-1/8}|{1.5759/8-1/8}| {1.9576/8-1/8}|{1.2376/8-1/8}|{1.9/8-1/8}|{3.0679/8-1/8}|{2.0829/8-1/8}| {2.2481/8-1/8}|{2.1307/8-1/8}|{2.2197/8-1/8}|{1.4/8-1/8}|{1.811/8-1/8}| {1.9483/8-1/8}|{2.6195/8-1/8}|{1.2388/8-1/8}|{1/8-1/8}|{2.0187/8-1/8}| {1.6259/8-1/8}|{1.1085/8-1/8}|{2.3754/8-1/8}|{1.6686/8-1/8}|{2.184/8-1/8}| {1.6083/8-1/8}|{1.9396/8-1/8}|{2.0833/8-1/8}|{1.294/8-1/8}|{2.6299/8-1/8}| {2.3529/8-1/8}|{1.4713/8-1/8}|{1.2745/8-1/8}|{1.6698/8-1/8}|{1.1451/8-1/8}| {2.8767/8-1/8}|{2.5042/8-1/8}|{1.7143/8-1/8}|{1.1153/8-1/8}|{1/8-1/8}| {3.3805/8-1/8}|{1.5536/8-1/8}|{2.598/8-1/8}|{2.2217/8-1/8}|{1.2973/8-1/8}| {1.2973/8-1/8}|{2.3669/8-1/8}|{2.5137/8-1/8}|{1.5465/8-1/8}|{1.8696/8-1/8}| {2.4191/8-1/8}|{1.8686/8-1/8}|{2.0811/8-1/8}|{2.0811/8-1/8}|{2.7759/8-1/8}| {2.8613/8-1/8}|{2.2694/8-1/8}|{2.1461/8-1/8}|{3.5575/8-1/8}|{1.268/8-1/8}| {2.5455/8-1/8}|{1/8-1/8},0.13,#BFBFBF,#0A50FF,0.01,20
Edited by Solamar to add returns to not mess up thread. Will reply soon.
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Sterling Babcock
United States
Colorado
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Joe Casadonte wrote: And here's a new Widget: Here are 2 samples (the second shows Samurai as if it were unranked). Excellent! I like they way you did that. I'll add that to my script as I am updating it!
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Sterling Babcock
United States
Colorado
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Howitzer_120mm wrote: I'm looking at the card backs, and I really like them. But I have another idea. What about if they were put on the right side of the card, and merged with the meeples? Like this (image) The card image and the mechanics/description would need to be squeezed a bit up. But Then you could fan your cards out to the side, and see quickly which ones would work with your group! Can someone do this? (Using Solomar's same colors and options for transparency). You could also add more players (9,10, etc). But that should be an option too (variable). 10 GG to whoever implements it first.  (The lower right could be used for more stats. (BGG id, designer, publisher, etc.) Aw, you killed my meeples! Or did you mean to do the meeples on the right edge?
I can certainly do that layout. The only problem is that once you move or resize the image, then everything else moves, like the description/Categories, etc. That will also be a smaller photo.
So you want: - BestWith on the right. Meeples? - Picture smaller - Where is the time. Oh down where the designer publisher was. That is already there.
I will have to see what I can do.
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