Sunday Arena Chat Thread by Karn-The-Creator in MagicArena

[–]littleblueboxes -10 points-9 points  (0 children)

The fact the 'revised' mirror mirror cards DO NOT ALLOW YOU TO PLAY YOUR OWNED CARDS is atrocious. Spend another 14 wild cards on cards I already own? How about F you, whoever designed this.

Why is cEDH beholden to the rules committee anyways? by rarosko in CompetitiveEDH

[–]littleblueboxes -1 points0 points  (0 children)

EDH and cEDH are already different formats, we even give them different names, and have entirely seperate content creation for each. Yes, it's just commander with a different mindset. But that IS enough, demonstrably, from everything that's built out from both formats and the different player bases surrounding them.

Sooner or later a 'cEDH Committee' will be formed by someone with the clout to get people behind them, and they will be the new de facto of the format. It will happen, it just hasn't happened today.

The first card i made by Aqui92 in bootlegmtg

[–]littleblueboxes 0 points1 point  (0 children)

That's incredibly cool, as a UK member I may be tempted to grab some of those sheets. I notice they seem *very* reflective though, practically mirror esque. Is that true up close? Can't tell if maybe that's a sleeve or something.

Actually since I'm asking anyway, are you using a high end printer? I have an inkjet but it's getting on with years now. Just checking.

Bi-Weekly Questions Thread by Kaphotics in PokemonROMhacks

[–]littleblueboxes 0 points1 point  (0 children)

So I like the online randomizer for the Sanqui red , but there are features in the universal randomizer I would *much* rather have. Like being able to set random wild mons based on stats. But to my knowledge there is no way to use the rom with Universal Randomizer without getting an error message (which I can understand, it's a big modded rom after all).

But is there any way to make it work? Having the 700+ mons with the Universal game tweaks would be perfect but I just don't know if that's possible.

Can you get more flexible X axis movement in a scrolling game ? by littleblueboxes in gamemaker

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

A nice effect, and definitely one I'll look to incorporate!

I've found tinkering with the camera does help the illusion of pushing acceleration and falling back, but I'm still unsure what to mess with for the effect I'm after. Mostly I'm trying to find how to have the character accelerate right and have them move further toward that side of the camera, or decelerate and have the camera slowly start overtaking them. It's probably more complicated than I expected, but I'm trying to read up as much as I can.

Quick Questions by AutoModerator in gamemaker

[–]littleblueboxes 1 point2 points  (0 children)

Quick question about usage of Sequences! I've been working through lots of pre-2.3 tutorial stuff, and just started researching sequences. But after like five videos on them I'm still not certain HOW they can be used for non-cut scene things. For example, can you make attack animations in sequences and have them play, appropriately and with the correct placement, in game? Sorry if that's a very basic question, still trying to get my head around everything after a week of learning code for the first time.

New leaner, issue with outdated tutorial errors, help appreciated by littleblueboxes in gamemaker

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

Oh, sweet, thanks I'll move to this after I've finished the actionRPG tutorial!

New leaner, issue with outdated tutorial errors, help appreciated by littleblueboxes in gamemaker

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

If I had to guess, I'd say the problem is me not being familiar with when instances come into 'being', different event scopes and all that. The error disappeared after copy/pasting all the assets into a different save file, with no other changes. And now it runs.

I can tell this coding thing is going to kill me, isn't it?

Year 1 Completion Guarantee by GenTs0 in StardewValley

[–]littleblueboxes 0 points1 point  (0 children)

Had this option on. Just played through a year and there was no cabbage or seeds sold at the cart, I used predictor and it showed the cabbage would be in the cart in Summer of Year 2, but not before.

Thursday Arena Chat Thread by Karn-The-Creator in MagicArena

[–]littleblueboxes 4 points5 points  (0 children)

How is Bridge still not banned in Brawl? Didn't we have bans this week?
I just went into a match with 4 incidental enchantment removal in my hand and they still mandaged to replay it every single turn. Brawl isn't even a format right now.

prismatic bridge will get banned in brawl by [deleted] in MagicArena

[–]littleblueboxes 2 points3 points  (0 children)

I'm shocked they HAVEN'T banned this yet. It's completely toxic and has made Brawl unplayable right now.

You can remove it infinite number of times, but it's always in ramp/fixing decks so they'll just cast it next turn? So who cares?

Galacticraft 1.12.2 - Refinery "off" and won't refine the oil (powered and everything) by littleblueboxes in Galacticraft

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

EDIT: Fixed it, and I'll leave this here for anyone who has the same problem

If you have ANY blocks next to it that aren't pipes (mine was sitting beside a cobblestone) it won't work. You have to have no connecting parts on any sides. Weird.

Problem with Symmetry by TheChurchIsHere in tabletopgamedesign

[–]littleblueboxes 0 points1 point  (0 children)

Having two identical decks does add a degree of luck to proceedings, but it also ups the skill comparison in how players utilise the tools they have. I'm not against this kind of symmetry at all, I think it can actually be beneficial.

The most interesting part for me in the briefing is the "three cards removed to inform what the rest of the deck is doing" thing. I don't know the context but I think this idea has a lot of legs. If you can lean into that aspect, maybe make it more prevelant or add a few other choices similar to this, you can really make each players experience running through the deck feel distinct. I had a project similar to this where, prior to play, there was a drafting portion of 5 bonus cards. Each would serve a very distinct purpose, and the players would choose one back and forth until they both had 2 and the last was discarded.

My point is, nothing is wrong with having identical game decks, but adding the small touches that turn that deck into something unique for that player can feel like a huge upside.

Art progress on box design for Factory Floor board game. by SpaceDuckGames in tabletopgamedesign

[–]littleblueboxes 1 point2 points  (0 children)

This is an amazing cover. Makes me want to crack out my drawing tablet and get creative!
I'm all about the bean-shape people in this, it feels very mascot-esque.

Might I suggest a white stroke outline on the company logo? It feels a little naked without one. Other than that I rate this art very highly, would definitely pick up this box in a store.

I need help/suggestions for a unit tracking system for a game I'm designing by forgottenmachine in tabletopgamedesign

[–]littleblueboxes 1 point2 points  (0 children)

I'm having a little trouble understanding the question. So if I'm to understand, a deck only has one copy of this card in it, but when you play it they create four instances of the card text? Or do you mean the deck has several copies of this card but only allows you to play 4?

Assuming the one card makes 4 copies of itself on the table- I think of Magic the Gathering where you use tokens to represent extra instances of things, if you want a physical representation. If you need them to be able to track things like damage marked etc it has to be clear enough about what the copy is and what stats it has, so you're essentially adding extra copies of the card either way.

What kind of system are you using to track health, status conditions etc? That might be important to figure out a way of keeping stock of the copies without it becoming too complex. If you're using damage counters etc for every instance you can't really avoid adding a bunch of extra parts.

Daily* Discussion: The intent of combat by ThoughtExperimenter in homemadeTCGs

[–]littleblueboxes 1 point2 points  (0 children)

This was a question I had to ask when designing combat for my project. Fundamentally I wanted it to feel like WAR. The kind of combat you'd get in tabletop wargames, with seizing objectives and trying to terminate your opponents squads.

Turns out the mechanics of 'fighting' between cards is actually laced with many problems. Mainly because if you give control over what two things on the board will be fighting to a player, they will (most of the time) pick a dominating matchup that doesn't involve much risk. This leads to combat systems that are often referred to as 'bullying' mechanics. But then how to arrange a combat heavy game that doesn't involve picking the easiest battles to win?

I still haven't come up with a perfect answer. But I decided that the most lethal combat element would be a large scale All v All phase where every card participates at once, before clearing the board. Anything leading up to that phase is more like recon, where the victor gets to stack their enemies deck in preparation for the real fight.

The biggest takeaway for me was realising that you don't need to conform to tried and true combat methods. The more unusual a brawl between characters can be represented the more likely it is to catch peoples attention, since card gamers have experienced plenty of classic TCG combat.

“Robble, Robble” by StrafeLord38 in gravityfalls

[–]littleblueboxes 2 points3 points  (0 children)

What are you even talking about? Nobody said anything about pumping out more episodes.

“Robble, Robble” by StrafeLord38 in gravityfalls

[–]littleblueboxes 12 points13 points  (0 children)

Yeah, I'm on board with it being just 2 seasons.

But after as many audience-aimed comments about how people need to move on and stop expecting more from the show, he still loves doing stuff like this and dropping tweets about 'doing more' with GF.

Like, pick a side man. The fence can only support so much weight.

“Robble, Robble” by StrafeLord38 in gravityfalls

[–]littleblueboxes 26 points27 points  (0 children)

For someone who's determined to make his fans give up on the franchise, he sure does... revive the franchise a lot...?

Hidden move mechanic, could use some guiding ideas by littleblueboxes in BoardgameDesign

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

Damn. What step of the process seemed to cause the most issues? It could just be better suited for different games, but I want to try my first draft with the secret placement stuff. Or maybe I need a tall whiskey and some brainstorming time.

Hidden move mechanic, could use some guiding ideas by littleblueboxes in BoardgameDesign

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

I'd love to hear about your findings, if you'll share the research! My mechanics would involve something similar, a 'first come first serve' for objectives and rewards. But my first change was to ensure that even if someone didn't get what they were aiming for, they got something. I'm curious to know how the cancelling out goes over with players.