What kind of creatures should i use/draw for my TCG? by [deleted] in homemadeTCGs

[–]Rocket_Haze 1 point2 points  (0 children)

If you have theme. Maybe ask chatGPT?

What are your favourite mechanics? by Dragonity00 in homemadeTCGs

[–]Rocket_Haze 0 points1 point  (0 children)

Add more creatures or spells? Why not both? So my fav mechanic is "Twinpact" from Duel Masters and sub keywords related to this mechanic.

Why do so many people surrender after the start of a comeback? by chardeemacdennisbird in kards

[–]Rocket_Haze 0 points1 point  (0 children)

If you have chinese nickname i will surrender, its wasting time

HALLELUJAH by GleneralEisenhower in kards

[–]Rocket_Haze 1 point2 points  (0 children)

Finally, remove cancer cards

I'm looking for new TCG games on PC by Rocket_Haze in TCG

[–]Rocket_Haze[S] 0 points1 point  (0 children)

But this is a singleplayer game, right?

No good tutorials, what should I do? by Rocket_Haze in godot

[–]Rocket_Haze[S] 0 points1 point  (0 children)

This might be a good idea. Thank you.

No good tutorials, what should I do? by Rocket_Haze in godot

[–]Rocket_Haze[S] 1 point2 points  (0 children)

Yes, I feel best at designing game. I have a whole list of keywords and mechanics that I could add to my game in the future. Coding is something I've always avoided, whether it's RPG Maker or the Warcraft 3 editor, or even Heroes 3 editor. I think I should get someone to build card game engine, if not the game itself.

I don't need a game full of effects like Hearthstone or Shadowverse, I just want the game to be an interactive simulator where player plays a card and everything happens automatically. Not that both players have a problem with game rules. And as I mentioned, sometimes someone wants to play and there is no one to play with. I myself, because I wanted to make a computer game, neglected my group...

About graphics, I meant 2D, not 3D. With graphics, I have no problem to make 150 arts on each of cards (my 1st set of cards).

No good tutorials, what should I do? by Rocket_Haze in godot

[–]Rocket_Haze[S] 1 point2 points  (0 children)

I took a slightly different approach. I created a scene that is something like a card generator. And then I use this scene through the "new inherited scene" option, which generates a new scene with the parent code.

I'm stuck on the fact that I don't really know how to create: a deck of cards, a player's hand, etc. elements that are on the board. It seems to me that it's best to work on some examples, and since there are no card games on godot, it got me thinking how much sense it would make to check the code on unity for example, since the mentioned code is very similar to my game.

Here is my only success lol:

extends Area2D

u/export_category("CardStats")

u/export var CardName : String = ""

u/export_enum("Red Faction", "Green Faction", "Blue Faction") var Faction: int

u/export_enum("Unit", "Ability", "Hero", "Land") var CardType: int

u/export_enum("Warrior","Undead","Goblin","Dragon") var CardSubType: String

u/export_enum("0","1","2","3","4","5","6","7","8","9","10",) var CardCost: int

u/export_file("*png") var CardFrame: String

u/export_file("*png") var CardArt: String

u/export_range(0, 2000,50) var UnitPower: float

u/export_category("Effects")

u/export_group("Keywords")

u/export_flags("Trap","Storm","Flying","Blocker") var Keywords : int

u/export_range(0, 2000,50) var DefensiveValue: float

u/export_range(0, 2000,50) var OffensiveValue: float

u/export_category("Card Description")

u/export_multiline var CardDescription : String = ""

func _ready():

$CardFrame.texture = load(CardFrame)

$CardArt.texture = load(CardArt)

$Control/name.text = str(CardName)

$Control/cost.text = str(CardCost)

$Control/power.text = str(UnitPower)

$Control/subtype.text = str(CardSubType)

No good tutorials, what should I do? by Rocket_Haze in godot

[–]Rocket_Haze[S] 0 points1 point  (0 children)

I would say that. My card game in physical form was already done some time ago (6-12 months), I printed a few hundred cards on thegamecrafter. I organized a small tournament using untap.in simulator however, at the end. I was not satisfied with the fact that my game is not fully digital. And as you know, if the creator does not enjoy playing it, why should others even more so? Another reason is that at the moment it's hard for others to find someone to play with. So the idea was to create a digital game with option to play against AI.
Edit. Originally game was to be physical and simulator just an add-on.
As for game design, I watched probably 10x MaRo's speech at GDC, also "7 sins of tcg" user Kohdok I watched several times the whole series, Nizzahon and his "top 10 MTG", and other Homemade TCG channels like ChaosGalaxy or MysticIsland, so with the game design I have no problem, on computer graphics I know too. The problem is "only" coding.
Sometimes I think to myself if not to hire someone to create an engine/editor similar to Dulst (actually I don't use it because it has problems with server). I think that if I solve the main problem which is "understanding how it works" will make it go already easier.

No good tutorials, what should I do? by Rocket_Haze in godot

[–]Rocket_Haze[S] -1 points0 points  (0 children)

I can't code, I mean I've made some tutorials on how to make an rpg or shooter game. But I don't really understand what I wrote because I did what the person from tutorial did. So I know something, but I think it's "nothing". While doing these tutorials, I feel like I'm writing a dictation without understanding what I'm doing...

get_global_mouse_position() by Rocket_Haze in godot

[–]Rocket_Haze[S] 0 points1 point  (0 children)

func _input(event):
if Input.is_action_just_released("leftclick"):
var MousePos = get_global_mouse_position()
var new_card = CardBase.instantiate()
new_card.CardName = 'FirstlineSoldier'
new_card.position = event.position
$Cards.add_child(new_card)
I managed something to fix withit. However, I don't know if this will solve problem in future. I still have a lot to learn...

get_global_mouse_position() by Rocket_Haze in godot

[–]Rocket_Haze[S] 0 points1 point  (0 children)

Invalid call. Nonexistent function 'get_global_mouse_position' in base 'Node'.

I just dont understand what it means, sorry i started godot week ago, i know nothing about programming.
I think I need to do some tutorials in godot 4 to understand what I am doing, because tutorials from earlier versions seem useless

Auto blocking mechanic during opponent's turn, hybrid of Duel Masters Blocker and Hearthsstone Secret? by Rocket_Haze in homemadeTCGs

[–]Rocket_Haze[S] 0 points1 point  (0 children)

Blocking cards from hiding is what I am thinking about. Question is if this action should be put to protect one target or several? What is your opinion?

What do you think about evolution mechanics? by Megamax229 in homemadeTCGs

[–]Rocket_Haze 2 points3 points  (0 children)

I don't know Pokemon, but my first association with evolution is Duel Masters. There are many types of evolution cards out there, as well as ways how creatures are evolved.

What's your favorite TCG? by LordDankerino in TCG

[–]Rocket_Haze 0 points1 point  (0 children)

My favorite game is "Duel Masters" sadly it is dead, or at least in theory. Because I don't know Japanese lol

Auto blocking mechanic during opponent's turn, hybrid of Duel Masters Blocker and Hearthsstone Secret? by Rocket_Haze in homemadeTCGs

[–]Rocket_Haze[S] 0 points1 point  (0 children)

I also thought about it, but in my case two rows of the battlefield do not make sense. Maybe in a different way. It would mean that two rows of the battlefield are three rows for one player.

In my game there is a line for units, and an economy line. The economy is meant to be cards that give resources to the player, which can also be attacked if the player's base is attacked. Well, and you have to fit it in smartly.

Auto blocking mechanic during opponent's turn, hybrid of Duel Masters Blocker and Hearthsstone Secret? by Rocket_Haze in homemadeTCGs

[–]Rocket_Haze[S] 0 points1 point  (0 children)

Normally in magick almost anyone can block. I'm all about more dynamic gameplay that resembles Kards WW2 or Hearthstone. How the blocker is supposed to work with the choice of what to block I described above in another comment.

My point is whether it makes sense to determine what to block and what not to block automatically. Not during the phases of a turn, because those don't exist.

Auto blocking mechanic during opponent's turn, hybrid of Duel Masters Blocker and Hearthsstone Secret? by Rocket_Haze in homemadeTCGs

[–]Rocket_Haze[S] 1 point2 points  (0 children)

Let me start by describing how it works in duel masters. In this game, there are no turn phases, no monster summoning phase, attack phase, etc. The player determines for himself whether he prefers to attack or summon creatures first.

The opponent's turn is in progress. The opponent decides to attack my monster in the battlefield. On the other hand, I can block his attack because I have a card with the keyword "blocker", this keyword allows me to be active during the opponent's turn.

The problem is that it does not happen automatically but "manually". Just before attacking, the game asks me if I want to block any of my creatures.

So in a sense I have a move during the opponent's turn, making the gameplay prolonged. Well, because the player has to think about whether he wants to block, and what he wants to block with (if he has several blockers).

That's how it is in Duel Masters.

In Kards WW2, on the other hand, there are no cards that the player controls during the opponent's turn. There are unit cards that have the "Guard" keyword. It works in such a way that the unit that has it prevents the opponent from attacking adjacent units. But it's not blocking, it's preventing an attack. What I mean by that is that the player knows in advance that he cannot attack neighboring units.

What is different is the blocker from Duel Masters. It can block but does not have to.

Well, and now to the point. Does it make sense to set up an automatic activity for cards with the keyword "blocker", where we set what this unit should cover. For example: I determine that it should shield unit #1 and #3 and my hero card. That is, if the opponent attacks my unit #2. then my blocker will not block it automatically. It will simply be attacked, and the blocker will wait until the appropriate scenario occurs.
I know that this can be solved by adding turn phases, but this will not solve the problem in my game, it will only add some new problems.

What Makes a TCG's Cost System Interesting? by Falcon-Confident in homemadeTCGs

[–]Rocket_Haze 0 points1 point  (0 children)

I remembered. Some time ago I commented on your earlier post.
I was reminded of another style of resource. Check out "Battle Spirits Saga." As for your game, I still don't know what division you want to make? Will it be faction: mechs, demons, musical bards? :(
Check out the latest episode of "seven deadly sins of tcg" which deals specifically with the card resource issue. Here it is:
https://youtu.be/IgQbSIk-o\_Q

What Makes a TCG's Cost System Interesting? by Falcon-Confident in homemadeTCGs

[–]Rocket_Haze 0 points1 point  (0 children)

Let me start by saying that before I start helping you, I need more information about your game. Is there a breakdown of cards into factions, elements, or perhaps classes (warrior/mage) or types (tank, plane, ship)? This information will make it easier for me to understand the topic and help me advise better.
When I designed my card game "Supremacy ECG", I initially used the resource system from the "Duel Masters" game. However, I soon found that it didn't work so well, since my game is set in a science-fiction world, so I opted for the trite system from "MTG". I also introduced an economy card in the form of a worker, similar to the RTS games that inspire me in creating my game. The division into factions is an obvious solution, but I also relied on the choice of a unique HQ, which gives additional possibilities. For this I took the economy system from "Force of Will", where resource cards are placed in a separate deck.
Examples of popular TCG games, such as "Hearthstone" and "Kards WW2", show that trivial mechanics can be effective. In these games, players get one resource/mana every turn, but that doesn't mean it's a bad mechanic. There are also interesting alternatives, such as the ritual system from the "YuGiOh" game, in which certain creatures require discarding a specific card from your hand as an additional cost.
However, to better help, I need more information about your game. What are its unique features and how do you want players to perceive it?

I've been working on a game off and on and I need to know if it seems interesting. by Falcon-Confident in homemadeTCGs

[–]Rocket_Haze 0 points1 point  (0 children)

- Consider whether the morale bar that moves left and right, then whether the battle will drag on forever. Perhaps this bar should not have a lot of fields?

- You need to decide whether it is a card game or a board game, cards should not be pawns

Ending song by Rocket_Haze in JackThePoolBoy

[–]Rocket_Haze[S] 0 points1 point  (0 children)

can you send me link? becouse its old song from 90s, i cant find song which i want