Jump to content

I'm starting a new important project on Yugioh. Check it out.


Koshej

Recommended Posts

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. :D)

Link to comment
Share on other sites

Thanks, dude. :D
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

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

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

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

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. :D
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. :D
Nice.

Link to comment
Share on other sites

[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. :D
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. :D
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

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

[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

[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

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

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...