Author Topic: MTG-like card game  (Read 14490 times)

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Offline TIfanx1999

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« Reply #45 on: January 20, 2008, 02:17:00 pm »
Alright, thanks alot, I will defintley check out the seq( funciton. It looks like this method may be faster and should save space as well. What is the value of B in the above example?

Offline DJ Omnimaga

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« Reply #46 on: January 20, 2008, 02:18:00 pm »
wow there are still people who post on this forum O.o


I hope to see new progress soon  :)

Offline NanoWar

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« Reply #47 on: January 20, 2008, 04:19:00 pm »
It's "seq(formula,variable,start,end)". seq(2X-4,X,1,3) will output {2*1-4 , 2*2-4 , 2*3-4} which is {-2 , -0 , 2}.

vuurrobin

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« Reply #48 on: January 20, 2008, 09:03:00 pm »
there is an optional 5th argument for the increment, which is 1 by standard.

and it doesn't matter what value the variable is, seq( changes it anyways

Offline TIfanx1999

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« Reply #49 on: January 21, 2008, 12:55:00 am »
@vuurobin: Thanks so much,this is exactly what i needed and will definitley save time and space over the method I was going to use. ^_^ NanoWar, I assume you store your indivdual card data in a list or a matrix, and I know that you must store the card Name and info into strings, but I was wondering how your program looks up what string to place for the name and what string to look up for the card text. Do you use a look up table of some sort?, do you store the info of which strings to acess in the card data itself or do you just jump to a label depending on which card it is? I'm rather curious to know .

Offline NanoWar

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« Reply #50 on: January 21, 2008, 12:06:00 pm »
Yes, I use a giant look up table which points to the card data, card text and holds the aether costs of each card.

Code: [Select]
card(fireball,4,play.fireball,txt.fireball)
"play.fireball" and "txt.fireball" are 2-byte addresses.

Liazon

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« Reply #51 on: January 21, 2008, 08:37:00 pm »
o.o spasm macro?

Offline TIfanx1999

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« Reply #52 on: January 22, 2008, 01:41:00 pm »
@NanoWar: Alright thanks for the info. I have a general idea of how I want to do most of the things in this game. Since you have alot of these things worked out already though, I thought it would be a good idea to see how you were doing it. :)

Offline TIfanx1999

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« Reply #53 on: January 23, 2008, 01:41:00 pm »
The save/load deck system is more or less complete. I have been running some numbers to determine what kind of space this game is going to take up, and here's what i've come up with so far.
3 Starter decks (60 cards each) and 6 60 card expansion sets 4872 bytes
Current Deck list:                                                                7571 bytes
Pictures for all the cards (540 cards, 32b apiece at 16x16 size)17280 bytes
Game text for card names and card effects:                           38880 bytes
Total:                                                                                 68603 bytes
As you can see, it gets fairly large, and this is without the actual program, which as of now i have no idea how big it will be. I'd really like to find a way to shrink this somehow, as most of the space is taken up by graphics and text. On another note, it seems that I will be able to allow the user to save multiple decks (I'm thinking 3 at max) without to much hassle or without taking up too much space. So what do you guys think? I'm open to suggestions.

Offline kalan_vod

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« Reply #54 on: January 23, 2008, 03:07:00 pm »
Sounds wonderful, and with xLIB you could have all the data archived so it would be easily feasible. I have not tried using Celtic 2 or 3, but the features are wonderful! You could have the actual program and required stuff in a BasicBuilder APP, and have the data for decks in programs that are archived.

Offline NanoWar

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« Reply #55 on: January 23, 2008, 06:16:00 pm »
Quote
o.o spasm macro?
Oh yes!

/

68603 bytes? That's quite a bunch! I want less features, smaller size, but still much fun ;)
Or will this be a huge project?

You dont even need big graphics. Sometimes small symbols are enough.

Offline TIfanx1999

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« Reply #56 on: January 26, 2008, 09:57:00 pm »
Different card rarities now exist in this game . Here are the different rarities and the probability that you will pull one (from a card pack);
Common 75%
Uncommon 20%
Rare 5%
Also, here are the number of each type of rarity per set;(which also happens to follow the same ratio)
60 card set:
45 common cards per set
12 uncommon cards per set
3 rare cards per set.

Offline DJ Omnimaga

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« Reply #57 on: January 26, 2008, 10:01:00 pm »
nice ^^

sharkee

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« Reply #58 on: January 26, 2008, 10:50:00 pm »
It seems that work has been going very fast on this project, did it even start when the new Omnimaga forums came to be? Oh yea, DJ, your spoiler is really creepy O_O  :3

Offline TIfanx1999

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« Reply #59 on: January 26, 2008, 11:01:00 pm »
My first post on this project was on this board (the temporary one) on January 5th, so... I'd say it started ~ January 5th ! =) . Progress is actually slower than I'd like as I have trouble motivating myself sometimes but eh whatever. I'd really like to have something to show as of monday, but we'll see if laziness gets the better of me or not. Welcome to the Omnimaga forums btw! Or re-welcome if you visited the old ones. ^_^.