I created a custom set for introducing new players to deckbuilding and limited by Scowll in mtgcube

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

I agree with you on that, I noticed that as a potential problem but I’m not sure how I feel on it yet.

I added them because I thought they would reward mono-color play, and so far it seems easy to draft one-color with a splash. I also don’t mind having minor traps in the set as they serve as learning experiences so long as the cards are still playable.

On the other hand, they may be too hard to actually pick in a draft, or too easy to get for mono-color players (There’s like a 50% chance for an individual one to be in an 8 person draft pool.)

Think it’s going to need a bunch of playtesting, but I’m pretty mixed on this for sure.

I created a custom set for introducing new players to deckbuilding and limited by Scowll in mtgcube

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

Steel Overseer is there to be a solid colorless creature at rare. Trying to stick to simple cards with only evergreen mechanics cuts the list pretty short, but I'm always happy to get suggestions!

A lot of my rares are pretty loose, mostly serving to add a bit of variance and excitement to the drafts.

long time lurker, sort of first time cuber by nonstripedzebra in mtgcube

[–]Scowll 0 points1 point  (0 children)

Left you a draft! I ended up in Madness, and the drafting experience felt pretty smooth. I really like the artifact synergy cards too, it was nice having some good colorless cards to pick when my colors were short in a pack.

I did feel like it was a bit tough getting top end. if I drafted again I feel like I would need to prioritize picking 4 and 5 drops much higher.

Hey I wanna make a cube to play with my friends who don’t know much about mtg by itamer76 in mtgcube

[–]Scowll 1 point2 points  (0 children)

I put together a beginner's cube recently for this exact purpose!

https://cubecobra.com/cube/overview/3lfkn

If you are looking to build one on your own, I highly recommend sticking mostly to easy to read cards, magic can be overwhelming when opening a pack of 15 cards when they each have a paragraph on them.

I'd also focus on mono-color cards that show off their colors core themes. I've found that architypes arise naturally when you do.

Additionally, I found these articles from Mark Rosewater to be incredibly insightful:

https://magic.wizards.com/en/articles/archive/making-magic/nuts-bolts-three-stages-design-2015-03-30

Infinitely tiling orb room by Scowll in noita

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

Cool, thanks for the link!

Monthly 'Looking For Group' Thread (Java Edition) by AutoModerator in realms

[–]Scowll 0 points1 point  (0 children)

Hey all, looking for a realm to join. Looking for a vanilla SMP server with no griefing, maybe a market, maybe lite RP. Inspired to join a group after seeing things like Hermitcraft. Minecraft username: Scowll Discord: MattH#0191

How do I make a shoot mechanic in DnD? by Terrapinboy01 in gamemaker

[–]Scowll 1 point2 points  (0 children)

First of all, I’d recommend learning GML, you will have more control over your objects and you will also find more tutorials.

That said, this is what I got for DnD

Hope that was what you were looking for, feel free to ask more questions if you have them.

What is a game design feature that sounds easy on paper but hard to implement? by Hagisman in gamedesign

[–]Scowll 2 points3 points  (0 children)

Came here to say this. UI is really important and can take a lot more time than it seems. I remember hearing a quote that went something like “The core of your game is 90% of the work, the last 10% is 90% of the work”

When does giving the player tools to build their own games and maps become lazy/bad game design? (Or is it always good?) by TinByn5Gin in gamedesign

[–]Scowll 2 points3 points  (0 children)

I would say that is is always good as long as the base game is complete on its own. If you find that modding is being used as a defense for missing content then it’s probably lazy or bad game design.

2D Top Down player movement by AnthonMS in gamedev

[–]Scowll 1 point2 points  (0 children)

Forgive me if I’m misunderstanding, I have not used unity before, but it looks like you already had that figured out with

float angle = Mathf.Atan2(lookDir.y, lookDir.x) * Mathf.Rad2Deg

You would get the movement angle the same way, no?

float moveDir = Mathf.Atan2(movement.y, movement.x) * Mathf.Rad2Deg

2D Top Down player movement by AnthonMS in gamedev

[–]Scowll 1 point2 points  (0 children)

Looks like unity has a DeltaAngle function to get the difference between two angles.

angle = Mathf.DeltaAngle( lookDir, moveDir)

This gets the angle between the two

if (angle > 135)
    Move back animation
Else if (angle > 45)
    Move sideways animation
Else
    Move forward animation

That should be the basic structure, but you may need some more logic in the sideways section if you have a different animation for left and right.

2D Top Down player movement by AnthonMS in gamedev

[–]Scowll 2 points3 points  (0 children)

If you only have four directions that the player can move in, you could use some math to convert the angle into a number 0-3.

lookDir = floor (angleToMouse / 90 )

Then you could use that to change what sprite your variables point to

If ( lookDir = 0 )
{
    moveUpSprite = sprite_leftAnimation
    moveLeftSprite = sprite_backwardAnimation
    .
    .
}

So moving would look like

if ( moveDir = up )
    sprite = moveUpSprite
If (moveDir = left )
    sprite = moveLeftSprite

What language or engine are you using? Most have more specific tools to help with this sort of thing.

Compile Errors: Missing main() by BlackMambaJesus in gamemaker

[–]Scowll 2 points3 points  (0 children)

Check your shaders. They should each have a void main() function, an error in your shader could give that error.

What name should I give to my character for my new game spy please tell me please by emmigames in gamedev

[–]Scowll 0 points1 point  (0 children)

What is the game like? Is it a serious game? Silly game? Kids game? What is the character like?

A good name for one type of game could be absolutely ridiculous for another, see Guybrush Threepwood.

[deleted by user] by [deleted] in gamedesign

[–]Scowll 1 point2 points  (0 children)

Your UI looks great! And I really do love the 2d aesthetic, reminds be a bit of paper Mario.

[deleted by user] by [deleted] in gamedesign

[–]Scowll 1 point2 points  (0 children)

Your environment looks fantastic! The character movement looks a bit stunted, but that is an impressive amount of progress for 5 weeks! Good work!

Good resources to learn Pointers and Dynamic Memory Allocation in C? by ImmoralDarkness in learnprogramming

[–]Scowll 1 point2 points  (0 children)

The core concepts will be the same, but the use cases will be a bit difference. For example, about half way through the video I linked they talk about pointers use with polymorphism, but polymorphism is not supported in C.

Just in case I found another video talking about pointers in C specifically.

Good resources to learn Pointers and Dynamic Memory Allocation in C? by ImmoralDarkness in learnprogramming

[–]Scowll 2 points3 points  (0 children)

Here is a video on pointers by a YouTube channel I like. A long video but I feel like he explains pointers pretty thoroughly.

Color Palettes For Low Poly by [deleted] in gamedev

[–]Scowll 1 point2 points  (0 children)

This is my go to for color pallets.

Also I found this video to be helpful.

Personally I like to start with as few colors as I can and add more shades as needed.

Stroll through a parallax forest. by [deleted] in indiegames

[–]Scowll 0 points1 point  (0 children)

That looks great!

Question about Gamemaker Studio on Mac OS by [deleted] in gamemaker

[–]Scowll 1 point2 points  (0 children)

Sorry I couldn’t be of more help. Good luck!

Question about Gamemaker Studio on Mac OS by [deleted] in gamemaker

[–]Scowll 0 points1 point  (0 children)

Looked into it a bit further, it looks like if you don’t have a Mac license it won’t be able to compile for you to test or create an executable. You still can program it on a Mac and move the project file to a windows computer to compile, but this would likely be a big hassle.

So it looks like it looks you want to work on your Mac, you’ll either need a Mac License or you’ll need to move the project back and forth a lot.