« Last post by Cyrus on March 19, 2014, 01:08:11 AM »
There are already sooooo many MTG clones though, why not design something a little more outside the box?
A forum for users of LackeyCCG
I did have a couple more suggestions for implementationEven real life token decks can be unweildy. Instead of having a hundred spawned tokens in lackey, I think you're better off just having 1 of each kind, or possibly 1 for one state and one for another. I don't think thats a better solution than trying to manage a ton of tokens.
If I have a stack of 5 tokens and I clone them, it doesn't clone them as a stack. Is there any way for it to duplicate the relative locations of a group of cards when cloning? Say, that stack of 5 gets cloned and it creates another stack of 5 in the open space it uses for placing new spawned cards? With token decks managing token positions can get to be more time intensive than actual play.
The other is another mass function. As you can set the rotation of all of your cards simultaneously, would it also be possible to add/remove/set counters on all of them simultaneously?
sorry guys I've been busy the last month and haven't completed all the cards, i'll start working on them again, as far as the plugin goes use the med res that is on this site. then you can update with the files that I completed already via filedropper, or if you guys want I can use a different file uploader so you guys can get the card list and stuff. Oh on a side note if you want to play a game feel free to shoot me an email and I can try to set up a time where I can play a game or two.I've gotten high-quality copies of every card image (largest image size, via tcgbrowser) and am working on organizing them. If you'd like a hand with updating everything let me know. I can set up a cloud where we can share a workspace and work with you on getting everything up to date (and maybe even scripting the cards, as well). Can't say how much or how often I'll get work done, but I figure two of us working on it part time would get it to current faster than just the one.
The problem with combining things is it can quickly get complicated. For example, if you have a function that unturns all cards and draws a card, you'd still probably want a function that unturns all cards, and one to draw a card. So if you do this a few times, you can very quickly get interface bloat. You can do this sort of thing with command functions, which can be saved in canned messages buttons.
Regarding making the top card constantly visible, you can do that right now by just dragging the top card to the table and drawing that when you draw instead of from the top of the deck. While I could make it more automated, there is a problem with automation in that when it can't work perfectly all the time, people get especially annoyed when it doesn't work. For example, if I were to automate it, and you were to draw 4 cards at once, all players should be able to know what each of those cards are since they were each on top for an instant, but it would be more complicated to do that.
In general, I think trying to automate everything makes the interface cluttered and unwieldy, and I'm not sure its worth it to do that for functions you will only use a small percentage of time, and especially when it's fairly easy to do them now without the clutter.