Koshej Posted November 7, 2011 Report Share Posted November 7, 2011 Hi! I've been searching and waiting for a Windows YGO game for so long that I decided to simply make my own. As of now my progress is: 1. Have all cards downloaded, including XYZ. 2. Made a [url="http://imageshack.us/photo/my-images/810/fielde.png"]conceptual field[/url]. It has all card areas, stats, phase, card info AND duelist portraits AND location pic. I'm sure you can guess where each part goes. 3. Have a clear idea how to implement effects and general card play. Though nothing was yet tested nor implemented, but the idea itself is 100% clear. What comes next: Playable demo, where you can Draw, Summon, maybe use simple Effects. So, if ANYONE has any good ideas, or would like to JOIN my project... PLEASE tell me..! I'm sooo waiting for a NORMAL Yugioh game that you DON'T have to pay for, OR do endless button loops... EDIT: [url="http://www.2shared.com/file/B4WdJtQ4/y_online.html"]FIRST SIMPLE DEMO!!![/url] [url="http://www.2shared.com/file/wmdQi0Zb/y_online.html"]In case you don't have Game Maker...[/url] EDIT: [url=http://www.deckboosters.com/images/YuGiOh/Singles]CARD SOURCE[/url] (So that I don't forget it. ) Link to comment Share on other sites More sharing options...
Apocalypse Cards Posted November 7, 2011 Report Share Posted November 7, 2011 I would love to help in this project in any way possible, especially if it leads to simple setup for dueling where some of my custom cards can be used. Just message me if I am need or for any reason really. Link to comment Share on other sites More sharing options...
Koshej Posted November 7, 2011 Author Report Share Posted November 7, 2011 Thanks, dude. First, I'm not yet sure, whether I want this to be a SINGLE player STORY game, or just an AUTOMATIC MULTI player system... (I'd actually prefer the first one, but eventually we could combine them..! Or make TWO!!! With you WINNING cards through STORY mode and then dueling REAL people. Eh... DREAMING...) There are things I will surely do myself, and there are those that I definitely won't. So, the actual dueling process will probably be 50/50, cause anyone can contribute ready-for-use GM scripts (adding new EFFECTS, the basics will be by me 100%). Knowledge of Game Maker language and system is NEEDED, cause I'm 200% doing the game in GM, no other options (cause that's the language I know best). What I'm probably NOT doing - is the STORY MODE part, including implementing it (and inventing the actual story, if there will be any). Technically speaking, you CAN make a non-GM story mode that LOADS the GM DUEL! (GM files are EXE, thus you CAN load them, duel, then save results in separate files/registry, then continue with some other program to walk around.) I'm even considering it to be a great idea, especially since I can do it in GM too. (Not switching between ROOMS, cause it could be buggy, but rather loading separate FILES for different purposes. WOW!!!) Therefore: If anyone is either good in GM and/or effect implementing OR would like to help with the story mode OR has any other specific ideas... LET.ME.KNOW..!!! (PS. Please, I'd rather read it HERE, not through PMs, unless I choose otherwise myself.) Link to comment Share on other sites More sharing options...
Resident Fascist Posted November 7, 2011 Report Share Posted November 7, 2011 [url="http://www.duelingnetwork.com/"]http://www.duelingnetwork.com/[/url] Link to comment Share on other sites More sharing options...
Koshej Posted November 7, 2011 Author Report Share Posted November 7, 2011 DuelingNetwork is exactly why I want to make it AUTOMATIC!!! I want the game to be that way - control wise, but also to be AUTOMATIC, not MANUAL like DN and KCVDS. Basically, I want a Playstation-type game, but to be mouse-playable. Which leaves me with the only option of making it myself... Link to comment Share on other sites More sharing options...
Kizzi Posted November 7, 2011 Report Share Posted November 7, 2011 Game Maker eh? Sucks that it won't be cross platform, but good luck with the project anyway. Link to comment Share on other sites More sharing options...
evilhorus Posted November 7, 2011 Report Share Posted November 7, 2011 Good luck, this seems like a great idea. I always wanted an automatic yugioh game. Link to comment Share on other sites More sharing options...
Koshej Posted November 7, 2011 Author Report Share Posted November 7, 2011 The problem is, all WANT, but no one DOES... Well, ONE guy did something (Edo, I hope you heard about him) - but also dropped it... That's why I want to get many people to join the project - if one gets bored, another kicks in. Link to comment Share on other sites More sharing options...
.Rai Posted November 7, 2011 Report Share Posted November 7, 2011 YVD is basically automatic, if you haven't noticed. But your idea is like a much-more fleshed out version of YVD. Good on you for attempting. Wish you luck, but gonna warn you that this will probably take at least a year's development. Link to comment Share on other sites More sharing options...
Kizzi Posted November 7, 2011 Report Share Posted November 7, 2011 Oh yeah, also saying, this project is f***ing optimistic. Link to comment Share on other sites More sharing options...
Koshej Posted November 7, 2011 Author Report Share Posted November 7, 2011 YVD is NOT automatic. By automatic I mean exactly like the console games - where cards react themselves, not you have to check for each reaction and action. And yeah, optimistic is a very LIGHT word. Again, that's why I'm looking for a BUNCH of people - so not to be bound to relying on just one or two guys. When you have a group of 20 people, you can take a month's break without any problems. And yeah, I never said it will be done tomorrow. Even the basic demo will take me maybe a week. Or few hours, depends on my mood. Actually, the reason I'm so into using GM (aside of not knowing anything else), is that the routine I'm planning to use is: 1. Each card object has a state variable and a few stat ones, also there are some general ones. 2. Each game-step (GM-wise, not YGO) there is a constant state-check combined with a stat-check. 3. The moment both result in specific values, a script gets activated. 4. That specific script then alters some other variables. 5. Finally, the changes take place. Go to 1. Link to comment Share on other sites More sharing options...
evilhorus Posted November 7, 2011 Report Share Posted November 7, 2011 Sorry, I wouldn't be much help. I'll tell people about this if you ever finish it or release a demo. Think of it as free advertising. And yes, it's VERY optimistic. Good on you. Link to comment Share on other sites More sharing options...
Koshej Posted November 7, 2011 Author Report Share Posted November 7, 2011 Thanks. I'm now sending PMs to people I found talking about GM on this forum. Link to comment Share on other sites More sharing options...
Kizzi Posted November 7, 2011 Report Share Posted November 7, 2011 I know basics, but I haven't touched the language for quite a while. Still, I may be able to help somehow. Link to comment Share on other sites More sharing options...
Koshej Posted November 8, 2011 Author Report Share Posted November 8, 2011 Check the title post for the first SIMPLE DEMO. It does very little, but it shows what I mean variable-wise. Link to comment Share on other sites More sharing options...
Tentacruel Posted November 8, 2011 Report Share Posted November 8, 2011 Something like this would only be possible with a full-fledged team and sufficient resources. Link to comment Share on other sites More sharing options...
Koshej Posted November 8, 2011 Author Report Share Posted November 8, 2011 Not really. The basics are quite easy to do. And the vast scope of effects can be implemented one by one over long time range. Did you check my demo??? It's very primitive, but you already can see the idea of how it should work. Example: (Something that turns all cards face-down.) with (Card) {if ((Card.cardplace="Field")&&(Card.cardface="Up")) {Card.cardface="Down"}} This one is very simple, but the general idea works for any effect. Link to comment Share on other sites More sharing options...
Tentacruel Posted November 8, 2011 Report Share Posted November 8, 2011 Not even the professional handheld games have pulled it off perfectly. The AI lags like hell. You have to realize that you'll only be able to program some basic effects. The advanced rulings will eventually prove too much. Link to comment Share on other sites More sharing options...
Koshej Posted November 8, 2011 Author Report Share Posted November 8, 2011 1. Takes time. ONE effect per task is 100% efficiency over ENDLESS time period. 2. Accodring to my ideas, everything is possible - all you need is the right variables. 3. Let's wait until I actually make a simple yet playable demo. 4. I'm still unsure whether this should be single or multi player... Different game types - no AI in multiplayer..! 5. Yeah, AI would definitely be done by someone else... EDIT. Wow!!! I just downloaded YGO Online. Tried playing - of course was asked to pay - go to HELL YGOO..!!! BUT! I found a way to extract CARDS!!! quickbms does it. So now I have even MORE cards..! Except... Different size now... Oh, well, I can always resize the field. Also, since I haven't yet implemented much anyways. Nice. Link to comment Share on other sites More sharing options...
Kizzi Posted November 8, 2011 Report Share Posted November 8, 2011 [quote name='Koshej' timestamp='1320727424' post='5625722'] 1. Takes time. ONE effect per task is 100% efficiency over ENDLESS time period. 2. Accodring to my ideas, everything is possible - all you need is the right variables. 3. Let's wait until I actually make a simple yet playable demo. 4. I'm still unsure whether this should be single or multi player... Different game types - no AI in multiplayer..! 5. Yeah, AI would definitely be done by someone else... EDIT. Wow!!! I just downloaded YGO Online. Tried playing - of course was asked to pay - go to HELL YGOO..!!! BUT! I found a way to extract CARDS!!! quickbms does it. So now I have even MORE cards..! Except... Different size now... Oh, well, I can always resize the field. Also, since I haven't yet implemented much anyways. Nice. [/quote] It'd be good if the window was resizeable and stuff, though I forget how to do that. Also, as for your code example thing: [code] with (Card) {if ((Card.cardplace="Field")&&(Card.cardface="Up")) {Card.cardface="Down"}} [/code] Checking if it's up seems a little bit silly in this example. Oh, and I think you should probably represent stuff like cardplace and cardface with numbers assigned to variables, so you could define something like: [code] PLACE_DECK = 0; PLACE_FIELD = 1; PLACE_HAND = 2; FACE_UP = 0; FACE_DOWN = 1; //above section goes in the card object or something with(Card){ if(Card.cardplace==PLACE_FIELD && Card.cardface==FACE_UP){ Card.cardface=FACE_DOWN; } [/code] Just an idea though. Link to comment Share on other sites More sharing options...
Koshej Posted November 9, 2011 Author Report Share Posted November 9, 2011 Hi. Well, DeckPlace / MagicPlace / FieldPlace / HandPlace / GravePlace / ExtraPlace / BanPlace are useful when CardPlace = Deck/Magic/Field/Hand/Grave/Extra/Ban. Also, check for "Up" and "Down" is needed in my DEMO, cause I flip cards BOTH ways. Same goes for the normal game too, actually. Typical FULL code for FLIP: if (((CardPlace="Field")||(CardPlace="Magic"))&&(CardFace="Down")&&(CardSwitch=1)&&((Phase="Main1")||(Phase="Main2"))) {CardFace="Up"; CardSwitch=0} That was flip summon. Place checks if it's on field. Face checks if it's face-down. Switch checks if you can flip it. Phase checks if you can do it manually. Automatic switch will be triggered by some other script. Set switch to 0 to disable flip for now. if ((CardState="Defend")&&(CardFace="Down")&&(CardSwitch=1)) {CardFace="Up"; CardState="Damage"} That was flip from being attacked. Defend is activated by being attacked - doesn't need Phase="AIBattle". State becomes "Damage" that triggers other scripts. This is a bit simplified, yet playable code. Anyways, thanks for participating. Link to comment Share on other sites More sharing options...
Kizzi Posted November 9, 2011 Report Share Posted November 9, 2011 [quote name='Koshej' timestamp='1320827916' post='5628095'] Hi. Well, DeckPlace / MagicPlace / FieldPlace / HandPlace / GravePlace / ExtraPlace / BanPlace are useful when CardPlace = Deck/Magic/Field/Hand/Grave/Extra/Ban. Also, check for "Up" and "Down" is needed in my DEMO, cause I flip cards BOTH ways. Same goes for the normal game too, actually. Typical FULL code for FLIP: if (((CardPlace="Field")||(CardPlace="Magic"))&&(CardFace="Down")&&(CardSwitch=1)&&((Phase="Main1")||(Phase="Main2"))) {CardFace="Up"; CardSwitch=0} That was flip summon. Place checks if it's on field. Face checks if it's face-down. Switch checks if you can flip it. Phase checks if you can do it manually. Automatic switch will be triggered by some other script. Set switch to 0 to disable flip for now. if ((CardState="Defend")&&(CardFace="Down")&&(CardSwitch=1)) {CardFace="Up"; CardState="Damage"} That was flip from being attacked. Defend is activated by being attacked - doesn't need Phase="AIBattle". State becomes "Damage" that triggers other scripts. This is a bit simplified, yet playable code. Anyways, thanks for participating. [/quote] In the example you posted you said you were turning all the cards face down. And what I was suggesting you do is represent card positions numerically instead of as strings (which does seem kinda like bad form to me, though if you removed the capitalisation I could live with it). So instead of having a variable as either "Up"/"Down", you have it as 0/1. Except for readability, you'd write that as CardFace=FACE_UP, and FACE_UP=0. Link to comment Share on other sites More sharing options...
Koshej Posted November 9, 2011 Author Report Share Posted November 9, 2011 That's why I said that probably I will do the basics myself - already different opinions... Also, WHY make it obscure instead of OBVIOUS values??? If it's UP, it's UP, not some weird unknown 1... Link to comment Share on other sites More sharing options...
Kizzi Posted November 9, 2011 Report Share Posted November 9, 2011 [quote name='Koshej' timestamp='1320866277' post='5628663'] That's why I said that probably I will do the basics myself - already different opinions... Also, WHY make it obscure instead of OBVIOUS values??? If it's UP, it's UP, not some weird unknown 1... [/quote] That's the point of writing it as FACE_UP Link to comment Share on other sites More sharing options...
Koshej Posted November 9, 2011 Author Report Share Posted November 9, 2011 Whatever, again - matter of opinions... I prefer cardface=up/down where don't have to remember/guess what it means. Not to mention, you won't do so for all other cardsmthgs. Cardplace=5 - VERY informative, yeah. Phase=4, for me much easier phase=Battle, no need to think at all. Etc. Sorry. Link to comment Share on other sites More sharing options...
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