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Messages - 3XXXDDD

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I got your message. I sent you an e-mail. I could be interested if this actually goes somewhere.

CCG Design Forum / Re: Damages as Resources
« on: September 29, 2013, 02:39:34 PM »
Might I ask what was your original idea that you think wouldn't work?

Plugins & Plugin Creation Forum / Re: Hearthstone Plugin
« on: August 30, 2013, 07:06:05 PM »
I'd suggest only zipping the plugin.

CCG Design Forum / Dizzy Dancing
« on: August 30, 2013, 02:55:26 PM »
An Idea for a small tile based game I had that might actually end up being lots of fun because it is so freaking insane.


Dizzy your Opponent's Characters by throwing them until they all faint by reducing their endurance to 0.


3x4 (12 Tiled) Grid

6 Character Tiles

Note: Component's may be increased for additional mayhem. What is listed above is the suggested minium.

Card Anatomy

    Name – The name of the card.

    Range – A Character's Range is the total amount of squares a Character is allowed to pass while spinning/throwing (Range is from 1-9 and includes the tiles that are diagonal to your Character) before needing to let a character down.

    Endurance – Endurance is how much dizziness a Character can take until fainting

    Catch – If the active Character's “Catch” aligns with a inactive Character's “Caught”; The active Character can now throw the “Caught” inactive Character up to their maximum range. A Character's “Catch” is represented by a X.

    Caught – Represented by an O. See “Catch” for more information.

Set Up

Flip a coin or roll a die to see who will be going first; each player, starting with the player going second, in turns, place their Characters face-down on the tiled grid. Once placed, all Character's are flipped face-up. Additionally, when setting up tiles, choose which direction is North and add East, South and West in their standard order following North. This is due to the fact that some Character skills will reference the aforementioned directions.

Turn Order


When your turn starts you may select a Character and have it perform one of three actions

    Turn – You may turn your Character 90 degrees either left or right

    Move – You may move your Character to the tile it is facing (the tile that touches the top of a Character is the tile that Character is facing). When moving a Character, you may turn it 90 degrees left or right EITHER before OR after you move it.

    You also have the option of not moving any of your Character's at all.


If after moving, your Character's catch ( X ) is now adjacent to an inactive Character's caught ( O ), you may throw that inactive Character in either direction* through a number of tiles equal to or less than your Character's Range.

*If you turned and didn't move OR turned after moving, your Character must keep turning that way for their throw this turn. If you moved or turned a Character this turn, you can only throw with that Character this turn.

You can only throw a Character in the 9 Squares surrounding your Character and only in a circular motion (unless otherwise stated by an Character's skill). If a thrown Character is circling off the board (I.e your inactive Character was right at the edge of the tiles), it continues being thrown on the other edge of the board until, if it does, comes back to the original edge of the board.

Damage Sub-Step

When a Character is being thrown, it loses 1 Endurance per square it passes.

If a Character comes in contact with another Character while being thrown; It receives 1 damage in addition to the damage it got from passing that square. The Character it encountered also takes 1 damage. The Character that was encountered during the throw, is now also a part of the throw except it is always one tile in front of the previous Character, other than that, it suffers 1 damage from the typical method of passing 1 square.

While throwing two Characters, if they encounter a third Character, the original Character now takes an additional 2 Damage (one for each Character in front, including the newly encountered card), the Character in the front takes an additional 1 Damage. The newly encountered Character also takes 1 additional damage and now is a part of the throw, just one tile ahead of the previous Character. This happens for every additional Character encountered in the throw.

When a Character takes more damage than endurance they have, they faint. Fainted Characters can't move or throw as active Characters, they may however still be thrown by other active Characters.

Additionally, some tiles might also have “Caughts” and may be thrown. They follow all the rules of being an inactive character except endurance (where they don't have any). I'd suggest leaving adding those in for expert level games.


You win the game, when you control the last standing Characters, while it is deemed impossible for any additional dizziness to be inflicted on any Character.

I'd suggest reading his post again. Everything is explained there.

Plugins & Plugin Creation Forum / Re: Taking Requests
« on: August 30, 2013, 11:41:00 AM »
The Deckbuilder by Malcom X or a personal project of yours?

I need more information.

Plugins & Plugin Creation Forum / Shift! (Single Card CCG Plugin)
« on: August 30, 2013, 11:38:29 AM »

Shift is an anime themed card game in which players duel using a single card and some coins. Shift cards have stats and Modifiers on all four sides, called Gears. Each card functions like a deck in a traditional CCG, where each Gear is a separate hand. And much like decks in a CCG, each card rewards different strategies and play styles.

Players take turns attacking or shifting their cards to another Gear. To use a Gear's Modifier, you might have to pay a cost; costs may require flipping a coin, or paying spirit - which is earned by taking damage. The first player to deal six damage to their opponent wins!

I got to say, despite the heavy coin-flipping and that card art being somewhat squashed, I'm actually loving this game. It's nice to have something that can just fit in your wallet too. It's quite refreshing to say the least.

LackeyCCG Plugin

Spending Spirit: First click "Heal Damage" then click "Spend Spirit"
Refreshing Spirit: First click "Heal Damage/Refresh Spirit" then click "Deal Damage"
Healing Spent Spirit: Click "Heal Damage/Refresh Spirit". DO NOT CLICK "Heal Damage"
Healing Active Spirit: Click "Heal Damage". DO NOT CLICK "Heal Damage/Refresh Spirit"

Official Rulebook PDF Download Link
Official Playmat PDF Download Link
How to Play Video
Critical Preview

CCG Design Forum / Re: Please review my card text!
« on: August 21, 2013, 09:06:39 AM »
FYI, Majority of my game is close to being finished. I'm just waiting for some art/design and printer issues.

  • "If you do" is a redundant addition due to the fact prerequisties are already implied by ":"
  • "If you do" may exist after ":" as an effect if an effect has more than one part and requires earlier parts to be fulfilled before completing later parts
  • "You may" is a redundant addition due to the fact that all effects should be optionally inherently (Mandatory effects are seperated because they start with "You Must".

That's what I've gleaned from your reply Typherion.

Also I've been thinking of just doing this instead

Timing: Cost; Effect instead of [Timing] Cost: Effect. The latter was a bit more unsightly.

CCG Design Forum / Re: Please review my card text!
« on: August 21, 2013, 05:35:59 AM »
Not Chimera. This is actually a CCG game in the veins of Yugioh, Magic, Vanguard and so on.

When you saying limit a card to one each are you talking about limiting to one effect per card? (Because it doesn't make sense to limit to a card to one of Timing Activation/Cost/Effect by itself)


The earlier version of scripting didn't allow the name of the card to come up in the message area. Any way to change this? I've tested it both with just /cf as well as <s><a>y</a><l>Flip Card</l><f>/cf</f></s>.

CCG Design Forum / Please review my card text!
« on: August 20, 2013, 06:22:49 AM »
Been working on proper formatted text for my card battle game and would like some of you to review it very much!

I've narrowed it down to 3 separate parts.

Timing Activation - When you can activate the effect
Cost - What you have to do to activate the effect
Effect - The resulting effect of the card.

There are three types of timing activation

AUTO - When an Event occurs, you may/must respond with the effect

AUTO Timing always starts as "When X Happens"

CONTINUOUS - As long as a condition is present, the effect is active

CONTINUOUS Timing always starts as "While X is present, Y is also present"

ACTIVATE - If a condition is present, you may activate an effect

ACTIVATE Timing always starts as "If X is present, you may pay the cost, to do effect"

Cost's come in two main forms

MANDATORY - The cost must be payed if the condition is present.

MANDATORY Costs always start as "You must do X, if you do, do Y Effect"

OPTIONAL - You may pay the cost if the condition is present; If you don't, the effect doesn't activate.

OPTIONAL Costs always start as "You may do X, if you do, do Y Effect"

Question here: Should it be "You may do X, IF YOU DO, DO Y" or "You may do X TO DO Y"

E.g 1 "When you play this card, you may discard a card, if you do, destroy a card on the field"

E.g 2 "When you play this card you may discard a card to destroy a card on the field"

(Personally, I feel while "to do" saves space, "if you do" makes it a lot more implicit/explicit that you HAVE to fulfill the preceding cost before activating the card. I'd also love to hear any alternative suggestions you might have!)

The majority of times any specific notes regarding an effect is covered previously by the Timing Activation and or the Cost. However, usually if a cost isn't present, an effect may start with "You may" or "You must" to differentiate between Mandatory and Optional Effects.

So while all of the divisions of the text is written, I've been attempting to make things even clearer by adding punctuation.

E.g 1 [Timing Activation] Cost: Effect
E.g 2 [When you play this card] You may discard a card, if you do: Draw a Card

If there would be no Cost, there would also be no ":"

E.g 1 [Timing Activation] Effect
E.g 2 [When you play this card] You may Draw a Card.

If there would be no Timing Activation, there would be no [] either

E.g 1 Cost: Effect
E.g 2 You may discard a card, if you do: Draw a Card

If there is only an effect, it would simple be a line of text

E.g 1 Effect
E.g 2 You may draw a card

Note: You may also notice that whenever I start a new part of the text, it always start with a capital letter. This is to signify we're moving onto the next stage of the text.

Full Examples

CONTINUOUS - [While you control a card] This card gains 500 Points

AUTO - [When you play this card] You must discard a card, if you do: Draw a Card

ACTIVATE - [If you control a card] You may discard a card, if you do: This card gains 500 Points.

Additionally, there is one more part of text I'd like to address, what I call "conditions". Conditions are simply called conditions so they can't be negated by cards that negate effects. They are created in a similar manner to MTG's Keywords. They will always have (Reminder Text in brackets like these) and sometimes bolded keywords beside them.

E.g Lone Wolf (You can only play this card if you control no other cards)

Thank you for taking your time to read this far. You're awesome even if you don't comment!

I got it. Thanks!

Did we lose the ability to script for automatic face-down cards?

Beta Tester & Bug Report Forum / Re: Playing cards from hand face-down?
« on: August 16, 2013, 08:23:19 AM »
I was actually asking this in reference to my own Plugin.

So where can I find these scripting options? They don't seem to be available anywhere on the tutorial?

Plugins & Plugin Creation Forum / Taking Requests
« on: August 16, 2013, 08:08:46 AM »
I'd be willing to take requests for Plugin Definitions. Provided you show me the rules and a starter deck. I will not be taking on extraneous amount of work on carddata files though, that's up to yourself.

Any takers?

(Ideally but not required, if you have any abilities that could help out a game designer, we could trade favors.)

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