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CCG Design Forum / Re: Eternium: War of Immortals
« 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?
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CCG Design Forum / Re: If a card game has no more sets coming out, will it die?
« Last post by Cyrus on March 19, 2014, 01:06:01 AM »
I'd say yes
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CCG Design Forum / Re: How many cards should a CCG have?
« Last post by Cyrus on March 19, 2014, 01:05:47 AM »
Are you trying to design every card before the initial release? That seems like a huge undertaking, especially if for whatever reason the game doesn't end up being popular. If it does end up being popular, though, I don't think there's any reason to cap the number of cards that will ever be released, just keep making cards as long as people want more cards!
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Plugins & Plugin Creation Forum / Re: Any plans to update the Pokemon plug-in?
« Last post by Snoops on March 18, 2014, 08:08:11 AM »
Hi, even though this plugin was recently updated by someone I thought I'd share some information on an major overhaul I'm working on for Pokemon.

-Bigger number of cards (I noticed there are quite a lot of cards missing from the current one, including a couple of current format sets).
-Better quality images. A lot of the current ones are pretty poor quality (p.s. I will only be making a high version, not a medium)
-Consistent text (this is why it's taking me so long). A lot of the current cards have text written in different ways and some of the rarities are wrong etc. I am completely reworking every set to make the text and info more consistent across the board.
-Formats. I am including all formats from the beginning to current.
-Theme decks (NEW). I am including every theme deck for each set.
-Booster packs (NEW). I am also including booster packs for each set.

I have currently updated 44/82 sets (so I have 38 left to do). Completed ones include every set from the current format.

Thanks
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General Discussion Forum / Re: Multi-effect functions
« Last post by Trevor on March 18, 2014, 03:57:24 AM »
I did have a couple more suggestions for implementation

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?
Even 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.

You can select any number of cards (by box selecting, or shift clicking, etc.) and right click one and set counters to X or add X counters. Similarly, you can also add notes or do other functions.

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Beta Tester & Bug Report Forum / Re: Invisible Cards
« Last post by Trevor on March 18, 2014, 03:50:34 AM »
Is your table flat or tilted? What does it say happens to the card in the log? Can you see cards played by your opponents? Do you have the same version of the plugin as your opponents? When you connect to an opponent for the first time, does it give you a warning that you are using different plugins? Did you try setting your pan, zoom, scale, and tilt to the default values?
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Plugins & Plugin Creation Forum / Re: WoW TCG plugin
« Last post by m4dn3zz on March 17, 2014, 12:48:29 PM »
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.
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General Discussion Forum / Re: Multi-effect functions
« Last post by m4dn3zz on March 17, 2014, 12:36:08 PM »
I did have a couple more suggestions for implementation

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?
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General Discussion Forum / Re: Multi-effect functions
« Last post by m4dn3zz on March 17, 2014, 12:25:40 PM »
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.

That's a completely valid position, but I still think it'd be a nice thing to have. Canned messages are the way I'll work with it unless/until you decide to allow multiple functions to a button, but I can definitely see where it's not priority.

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.

I can also see exactly where you're coming from here. With that said, the MTG plugin I use has scripted cards, and that would create a bunch of cleanup. I'm still gonna say it's a feature I'd like to see (and one that would be nice in the game I'm working on) but I will definitely concede that you have higher priorities at the moment.

With regards to automating, I have to say that I both agree and disagree. In general, at least from the perspective of the program, automation is fairly unnecessary. From the perspective of the plugin, however, I feel that in many cases it's beneficial. Scripted cards (Captain of the Watch automatically spawning its tokens, for example) can really streamline the play process. But that comes down to a priorities and balancing perspective, and your program isn't about playing game X perfectly so much as playing games A through ZZZZZ well.
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CCG Design Forum / If a card game has no more sets coming out, will it die?
« Last post by yudencow on March 16, 2014, 04:34:16 PM »
I mean is if a card game doesn't release anymore new cards, is it over for it? Will its reputation slowly diminish until it's gone?
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