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Foreground Layer Out of Beta + New Feature: Reactions

Great news: the Foreground Layer is officially out of beta! Available in all Jumpgate games created by Roll20 subscribers, this feature that debuted a few months ago has been a blast to develop and test, and is a great way to add a little mystery and intrigue to your campaigns.  We’re also debuting a new feature called Reactions today, which extends some of the functionality of the Foreground Layer to other layers of the VTT, starting with Conditional Fade (the ability to trigger opacity changes via token interactivity). This gives GMs even more customizable control over each scene in their adventure, and encourages players to explore every corner, since they never know what might be hiding in plain sight.  Check out our latest blog to see a summary of the updates made to the Foreground Layer during beta, and to see how Reactions work. We’ve shared some fun ideas on where we’d like to take Reaction development, but want to know what you come up with, too.   If you’re feeling passionate about specific future developments for either feature, keep using our Suggestions & Ideas Forum. Bugs can be reported within the VTT or here .
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
The possibilities with Reactions sounds very intriguing! "Send text to Chat" would be a fave. But I'll put that into a Suggestion. EDIT: Suggestion added
I am really enjoying playing with the "As Darkness" feature. Specifically putting 2 of the same map image on top of each other, one in Foreground as darkness. Resulting in all the map being visible but tokens/etc disappear from the players when behind walls/pillars/out of sight. Would it be possible for the foreground layer to have specific draw options similar to the Light Layers 'One Way' & 'Transparent'? If it do not obstruct movement it would allow player sight to change once passing an intangible threshold. The example which comes to mind being only able to see through a window when close enough to the building and not from across the entire map.
If say I wanted to have a trap show up when they move over it, what settings would I use? I see how to make something they move over disappear just like the example in the video. But the far more useful option would be to have something be invisible until they move over it.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
glenn r. said: If say I wanted to have a trap show up when they move over it, what settings would I use? I see how to make something they move over disappear just like the example in the video. But the far more useful option would be to have something be invisible until they move over it. Set the base opacity to 0%, and the fade opacity to 100%
keithcurtis said: glenn r. said: If say I wanted to have a trap show up when they move over it, what settings would I use? I see how to make something they move over disappear just like the example in the video. But the far more useful option would be to have something be invisible until they move over it. Set the base opacity to 0%, and the fade opacity to 100% I forgot about base opacity because I almost never use it. Now I have a reason to, thank you.
Dear Roll20 Start making YT videos of your new features. Not a 10 sec vid on a blog page. SHOWCASE all the different things one can do with Darkness / Reactions
I think a variation to this would be to have a setting on Lines (etc) on the Wall/Light layer that could be toggled to Block/Allow movement MARCUS said: I am really enjoying playing with the "As Darkness" feature. Specifically putting 2 of the same map image on top of each other, one in Foreground as darkness. Resulting in all the map being visible but tokens/etc disappear from the players when behind walls/pillars/out of sight. Would it be possible for the foreground layer to have specific draw options similar to the Light Layers 'One Way' & 'Transparent'? If it do not obstruct movement it would allow player sight to change once passing an intangible threshold. The example which comes to mind being only able to see through a window when close enough to the building and not from across the entire map.
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I just logged into my game to do some prep and a iot of my maps are gone. They is just a white grid block, and the names of some of the enemies are there but not the tokens. I tried reloading the map - nothing. Dynamic Lighting is off. Any advice on how to fix this?? I have also cleared my cache as suggested. Nothing. And Ally S is correct, some of my asset names are showing but no images.
Same here, no assets load. The browser console shows hundreds of CORS errors, so the site can't access the CDN to load the assets...
+1000000 ! Novercalis said: Dear Roll20 Start making YT videos of your new features. Not a 10 sec vid on a blog page. SHOWCASE all the different things one can do with Darkness / Reactions
JFMill33 said: I just logged into my game to do some prep and a iot of my maps are gone. They is just a white grid block, and the names of some of the enemies are there but not the tokens. I tried reloading the map - nothing. Dynamic Lighting is off. Any advice on how to fix this?? I have also cleared my cache as suggested. Nothing. And Ally S is correct, some of my asset names are showing but no images. Dude same...what the heck...
JFMill33 said: I just logged into my game to do some prep and a iot of my maps are gone. They is just a white grid block, and the names of some of the enemies are there but not the tokens. I tried reloading the map - nothing. Dynamic Lighting is off. Any advice on how to fix this?? I have also cleared my cache as suggested. Nothing. And Ally S is correct, some of my asset names are showing but no images. I got the same problem too.
I am having the same problem with art assets failing to display. The system asked me to update one of my art packs to version 1.1, and, as soon as that update finished, I was unable to display any art assets in the map area of the screen. Tokens and portraits appear in the art library on the right sidebar, but not in the main map area of the screen (neither do any maps or the tokens page).
1750359586
Gold
Forum Champion
JFMill33 said: I just logged into my game to do some prep and a iot of my maps are gone. They is just a white grid block, and the names of some of the enemies are there but not the tokens. I tried reloading the map - nothing. Dynamic Lighting is off. Any advice on how to fix this?? I have also cleared my cache as suggested. Nothing. And Ally S is correct, some of my asset names are showing but no images. This is a different issue, and has a different thread --- Try here for updates on that issue,&nbsp; <a href="https://app.roll20.net/forum/post/12402284/maps-and-tokens-are-blank" rel="nofollow">https://app.roll20.net/forum/post/12402284/maps-and-tokens-are-blank</a> JFM Ally&nbsp; Nathan Intense Sebastian
I would like to see an option to somehow use the reactions to fix a status/opacity on an object rather than toggle between on and off as it is moved through: Also the function to make the opacity change "visible to everyone" who has line of sight. Example of what I mean:&nbsp; A floor token that is set to 100% Opacity that sits on top of either a map element or token that represents a pit. So, when a token moves over it, it vanishes exposing the pit beneath the player Token, but it also becomes visible to the people who are not in the trigger area of the Token who have line of sight of the pit. And when the token is moved away from it, the opacity stays at 100% rather than toggling back to 0%. I know there are Mods that can do this already, and using the API to craft macros to move objects between layers are relatively straightforward. But speaking as someone who is in the process of building an adventure that I will be listing on DrivethruRPG it would be nice to be able to add a basic level of interactive Trap functionality to games for the Players and GMs who don't have a Pro Account and therefore lack access to the API for the Roll20 version of the module. I'm so used to using these things in my personal games that I have to keep reminding myself that in the Game I'm building to accompany the adventure module I can't realistically expect everyone who buys it to also have to get a Pro account.
Is there a way to set the perimeter of the foreground when it comes to when the token actives conditional fade?&nbsp; What I mean by this is, I have an "L" shaped roof however, the image comes in as a square and when the token goes into the area that is not under the roof it activates.&nbsp; Is there a way or could you look into making it where we can set the activation area?&nbsp; I think it would act a lot like the dynamic lighting setting.&nbsp; Just a thought.&nbsp; Thanks for your time!&nbsp;
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Gauss
Forum Champion
Hi Az'ron,&nbsp; My suggestion would be to use an art program to break the "L" into two peices that are each square (or rectangular).&nbsp;
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
To add on to what Gauss has suggested, once you piece that together in the VTT, group them. It will make them easier to move, and you can apply the fade settings to the group.
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I love these new changes. The interior to exterior roof trick was something you could do back in the day with a strange use of the lighting layer. This got patched out, so seeing it return makes me happy.&nbsp; I've&nbsp; noticed a new problem where players will move their tokens over uncontrolled tokens (EX: a dead monster they wouldn't have access to), in doing so they get locked out of selecting their token for movement. This wasn't an issue before, but is one now. This all came about within this new update.&nbsp; Other then this, I love all the changes. Including adding an option for grids above top layer.&nbsp; &nbsp;
1751064183
Gold
Forum Champion
I agree, Omneogon My Players have been having that same problem for the past 2-3 weeks. The Players can't select their own PC token if it is on/under a GM-controlled token Omneogon said: I've&nbsp;noticed a new problem where players will move their tokens over uncontrolled tokens (EX: a dead monster they wouldn't have access to), in doing so they get locked out of selecting their token for movement. This wasn't an issue before, but is one now. This all came about within this new update.&nbsp;
One thing I would love to see is the ability to use the reactions if a token comes within 5ft, or one grid space, to a foreground object, instead o fhaving to overlap. Especially when it a lot of players I have encountered tend to use arrow keys to navigate maps and won't step onto scenery, lol.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
AJ C. said: One thing I would love to see is the ability to use the reactions if a token comes within 5ft, or one grid space, to a foreground object, instead o fhaving to overlap. Especially when it a lot of players I have encountered tend to use arrow keys to navigate maps and won't step onto scenery, lol. HI AJ! You can simulate this even better by grouping the object with a larger, transparent icon. This also gives you the advantage of irregular shapes (you can have many icons in a group). Just group them, elect them, and set the behavior by the group. Advanced tip: That's the group behavior. You can get more behavior by selecting an item within that group for its own behavior. Example. Set the group for 50% opacity on overlap, but the bushes for 0% opacity on overlap. The bushes will get semi transparent when the player is near, and completely disappear when they are actually overlapping. Even tighter control! Groups can have a group behavior Items within a group can have their own, independent behavior.
I started working with the foreground layer, and I think it's great!&nbsp; One improvement though would be to allow for players to control their assigned tokens if moved to the foreground layer...&nbsp; Having a thief climb to a roof (DM moves token to the other layer) but letting the player be able to walk around while the rest of the party is entering the building would be an awesome option...&nbsp;
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Much discussion has been given to that. It I think it should be a token setting (Render Above Foreground). That would keep the foreground layer unavailable to players, sidestep the need for a foreground foreground layer, and be easy to toggle either in token settings or with a script.
3 Problems i encountered. I am running a graveyard with dynamic lighting, i tried to wall around the tombs and set roofs on them, so players see the roofs and also the shadows that are cast by the walls. I used one way walls facing in and set the roofs in the Foreground Layer to be below darkness, (if i set it as darkness or above, players will see it in the darkness) So my 3 problems are: 1. If i want to create a normal map with normal walls and doors and roofs covering them(Foreground Layer), i have to either forgo shadows cast by the walls/doors to see the roofs, or players won't be able to see the roofs. Solution? Make a setting that says below darkness but above walls and doors(is that even possible?) 2. The borders on the tiles collide with structures that aren't squares, circles, diamonds, more complicated ones. People will always hit a square and see the inside. Solution? Add a tool that can set the reveal border, circle, freehand etc 3. My solution to problem 1 was that i used oneway walls facing inwards with another line as the door and setting the token in the Foreground Layer as below darkness. The problem now is that the tile in the Foreground Layer becomes slightly translucent(you can faintly see stuff inside the building) for people that have dim light on the tile or night vision. Solution? I don't know maybe a bug, when you have bright light the stuff inside the building is not slightly visible only with dim and night vision, seems to be tied to how that light works. That is my expierence maybe there is a workaround. Great feature nonetheless.
Great feature, but I have an issue with it for displaying roofing. The [As Darkness] feature looks fantastic when you have Daylight mode on and the entire scene is lit. But when you turn off Daylight Mode, the roof sticks out like a sore thumb in the darkness. Here's a scene during the day: Now here's the same scene during the night. The player shouldn't even be able to see the roof from his position, but there it is: I'd much prefer if we could make it so the Foreground could be hidden by darkness first, and then if lit but blocked by dynamic lighting lines display the roof, then if lit and not blocked by dynamic lighting lines the Foreground would be transparent so you could see the interior of the building. Otherwise, everyone has glowing rooftops which looks silly.