Author Topic: possible YUGIOH game  (Read 14171 times)

0 Members and 2 Guests are viewing this topic.

Offline qazz42

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1130
  • Rating: +30/-12
  • hiiiiiiiii
    • View Profile
Re: possible YUGIOH game
« Reply #15 on: November 03, 2010, 04:20:03 pm »
Kis, that;s the problem, I can't find a readme x.x if anyone find it, please give.

Offline Runer112

  • Moderator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
Re: possible YUGIOH game
« Reply #16 on: November 03, 2010, 04:20:11 pm »
storing 40 cards wouldn't be too difficult. for each card you need:
-String name
-attack
-defense
-# of stars
-type. [trap card, monster card, etc]
attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!

But you need a whole scripted special effect for every card except normal monster cards...

Offline yunhua98

  • You won't this read sentence right.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2718
  • Rating: +214/-12
  • Go take a dive in the River Lethe.
    • View Profile
Re: possible YUGIOH game
« Reply #17 on: November 03, 2010, 04:21:08 pm »
sounds cool!  if you made graphical stuff before, maybe you can make cards with Line( or something.  ;)  also, you can look at the Axe programming language, Yu-Gi-Oh would be perfect for Axe.  ;)  you could also use libs if you have more experience.  ;)

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


Spoiler For ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
<hr>

ASHBAD_ALVIN

  • Guest
Re: possible YUGIOH game
« Reply #18 on: November 03, 2010, 04:21:39 pm »
runer, that's a good point, that's probably going to be harder than keeping track of all the names and stars and stuff...

Offline nemo

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1203
  • Rating: +95/-11
    • View Profile
Re: possible YUGIOH game
« Reply #19 on: November 03, 2010, 04:21:51 pm »
storing 40 cards wouldn't be too difficult. for each card you need:
-String name
-attack
-defense
-# of stars
-type. [trap card, monster card, etc]
attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!

But you need a whole scripted special effect for every card except normal monster cards...

If statements in the main program loop can easily handle this. one overbearing if statement to see if the card is a trap card, then, depending upon the list index, nested if statements to select the correct animation.


Offline Runer112

  • Moderator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
Re: possible YUGIOH game
« Reply #20 on: November 03, 2010, 04:27:21 pm »
It's not animation or graphics that I'm worried about. It's the fact that every card has a different effect that will need its own code.

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: possible YUGIOH game
« Reply #21 on: November 03, 2010, 04:27:58 pm »
It's not animation or graphics that I'm worried about. It's the fact that every card has a different effect that will need its own code.

Even thinking about the size this would take up scares me...even with Axe

Offline qazz42

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1130
  • Rating: +30/-12
  • hiiiiiiiii
    • View Profile
Re: possible YUGIOH game
« Reply #22 on: November 03, 2010, 04:29:05 pm »
well, if you have a subroutine (inside the program BTW) for each card and each card only did one or two things, that wouldnt be soo bad..
« Last Edit: November 03, 2010, 04:29:21 pm by qazz42 »

Offline KisforKeyboard

  • LV1 Newcomer (Next: 20)
  • *
  • Posts: 19
  • Rating: +1/-0
    • View Profile
Re: possible YUGIOH game
« Reply #23 on: November 03, 2010, 04:36:07 pm »
yeah well lots of earlier cards had no effects so it won't be too bad i guess

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: possible YUGIOH game
« Reply #24 on: November 03, 2010, 05:01:08 pm »
Well you have to remember that some effects can be activated manually and some are automatic. So you'd have to check which one it is and then act accordingly. Plus each time a card is summoned you'd have to run a check and when it has died you'd have to run a check. Plus with each magic card doing something different that is a lot of If statements.
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline AngelFish

  • Is this my custom title?
  • Administrator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3242
  • Rating: +270/-27
  • I'm a Fishbot
    • View Profile
Re: possible YUGIOH game
« Reply #25 on: November 03, 2010, 05:14:03 pm »
storing 40 cards wouldn't be too difficult. for each card you need:
-String name
-attack
-defense
-# of stars
-type. [trap card, monster card, etc]
attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!

If he wanted to include pictures, he could also have a separate string with all of the pictures using RLE for the pic as well as a default card outline.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline nemo

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1203
  • Rating: +95/-11
    • View Profile
Re: possible YUGIOH game
« Reply #26 on: November 03, 2010, 05:21:43 pm »
storing 40 cards wouldn't be too difficult. for each card you need:
-String name
-attack
-defense
-# of stars
-type. [trap card, monster card, etc]
attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!

If he wanted to include pictures, he could also have a separate string with all of the pictures using RLE for the pic as well as a default card outline.

loading would be ridiculous though, since this is in basic.

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: possible YUGIOH game
« Reply #27 on: November 03, 2010, 05:31:39 pm »
Well pictures could be pretty easy. He could just use a generic picture used for all monsters, all magic cards, and all trap cards. That way you only have to compress three images. Or you could have a couple for each. But that would save a lot of space instead of giving each it's own image.
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline MRide

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 711
  • Rating: +14/-0
  • You can't see this.
    • View Profile
Re: possible YUGIOH game
« Reply #28 on: November 03, 2010, 05:33:35 pm »
I meant predominate as in most BASIC games are ASCII ;)
ASCII and text-based are not the same thing.  ASCII counts as graphics.  Yes, a lot a BASIC games are ascii.
ASCII is one of the only options for graphics in pure BASIC.  (in fact, if you want any sort of speed at all, you have to use letters and numbers and stuff).

Offline nemo

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1203
  • Rating: +95/-11
    • View Profile
Re: possible YUGIOH game
« Reply #29 on: November 03, 2010, 05:35:21 pm »
I meant predominate as in most BASIC games are ASCII ;)
ASCII and text-based are not the same thing.  ASCII counts as graphics.  Yes, a lot a BASIC games are ascii.
ASCII is one of the only options for graphics in pure BASIC.  (in fact, if you want any sort of speed at all, you have to use letters and numbers and stuff).

just to clarify, if someone outside the context of a calculator game mentions "ASCII", it does not mean they are referring to graphics. they are referring to how numbers are encoded into letters.