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Play @ etg.dek.im (https://etg.dek.im)
or play @ kongregate (https://www.kongregate.com/games/kaekaze/openetg)
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Some info:
Logging in:
To log in or register, simply use the username and password fields to the right. If the user does not exist, it will be created and you will be able to select your starter element. Note that a new user will get some free packs from the store.
AI:
4 AI levels, Commoner, Mage, Champion and Demigod. Mage and Demigod have premade decks, Commoner and Champion have generated deck. They are roughly in strength with AI2, AI3, AI4 and FG.
Trading:
Put someone's name in the 'Challenge' box and click Trade to send a trade request. Once they do the same, the trading form open. One player first selects a card, that card is then showed to the other player who then selects a card. Both players click confirm and the trade is done. NOTE: Nymphs and Marks can only be traded for other Nymphs/Marks. The starter deck, oracle cards as well as the cards you get from the free packs in the beginning are account-bound and cannot be traded.
Chat:
Just use the chat box at the bottom. You can chat when not logged in, you will then have the name "Guest_Name" where name is either the name in the username box, or, if empty, a random number. Commands: "/w username message" sends the message only to the user with the name username. "/who" gives you a list of all online users. Does not list guests.
Booster Packs:
When you choose an element, each card in your pack has a 50% chance to be of that element. Everything else should be self-explanatory.
Art Credits: http://etg.dek.im/artcredit.htm
Other Credits:
serprex
Fippe94
ColorlessGreen
antiaverage
Almost everyone posting in this thread (Feedback/Suggestions/Balance)
I'm unsure about
Permanents are processed before creatures. Weapons still attack last
I don't intend to fix
Mutants/Eggs can become any creature (even SoFo. If there's issues with shardless meta, I'd rather implement card sets and restrict these cards with those)
Skyblitz buffs Phase Dragons
Unstable Gas destroys Cloak
PU Mutant doesn't remutate/rebuff. Hatch doesn't result in a mutant
Lobo'd Steam Machines still lose attack
SoBr won't have your opponent keep drawing if your hand becomes full
Marks don't stack on your original mark, aren't limited to 6
Endow copies status, so copies adrenaline and delayed
Differences I mention for completeness, but which really don't matter
Immaterial, Psion, Momentum are statuses applied on play (still loboable)
PU Wyrms reset their attack. PU Scarabs don't burst their health
Adrenaline applies on hit effects for first two attacks, not first/last
Miracle won't damage you if you're at maxhp
Stoneskin's cost applies after maxhp is raised
Canceled actives don't still cost quanta, you can cancel discarding
Negative health vs Skull Buckler becomes a skeleton
Antimatter isn't blocked by Wings or Gravity Shield
Creature stats aren't capped (Player max maxHP is still 500)
Singularity randomness is different (notably, doesn't unantimatter self (instead attacks self) & may equip owner with dagger)
PU doesn't restore airborne
SoW Seraph doesn't lose spelldamage (is loboable)
Removal of arbitrary "Elite" and "Improved" prefix
Can't target Chimera with Mitosis or PU
Automulligan reshuffles whole deck, rather than remaining deck and leaving mulligan inducing hand as top 7 cards of deck Paris Mulligan
Marks are in element (no random nymph from NT)
Malignant Cells don't attack when spawned past currently attacking cell
Quanta cap raised to 99. Paris Mulligan
Venom vs gpull'd target inflicts poison
Weapons transfer CC Shield effects to player (Ice Shield freezes weapon, Procrastination delays weapon, Fire Shield damages wielder for 1hp, Spine Carapace poisons)
Random quanta is proportional (Twice as likely to select :fire over :water if there's twice as much :fire as :water)
Sword doesn't have an active (This, along with Titan, may be too strong with Crusader+Luciferin+Hope)
Playing a weapon over a frozen/delayed weapon clears the frozen/delayed status
PU Doll repeats all statuses
Multiple actives
SoG heals 4 regardless of mark
SoD raises maxHP by 24 & heals 16 regardless of mark
SoR removes summoning sickness for all creatures, doesn't allow :time creatures to double cast. Cost reduced by 1. SoR diving doesn't multiply with itself
Sky Blitz & Chimera are rare cards
Cockatrice is airborne
Flying Weapon can be cast on opponent
Burrow halving rounds up (attack won't increase when unburrowing)
SoSe skips pillars
SoV doesn't require :darkness mark
Butterfly Effect can target weapons (which is to say Druidic Staff & bonusless Dagger) & creatures with less than 3hp
Unupped Pegasus costs 3 :light
Unupped Antlion has 4hp
Unupped Crusader's endow costs 2 :light
Mutation is twice as likely (80%) to cast improve on abominations
Drain Life costs 2
Fate Egg costs 1 (but Hatch costs 3)
Multiple Floodings don't require multiple upkeep. Flooding can be disposed of like SoPa. Flooding doesn't start at killing creatures past 7
Unupped Charger has 6hp
Brimstone Eater has 3atk, Ash Eater generates :fire
Creatures benefit from Nightfall after using Lycanthropy
Singularity can be lobotomized
Mindgate's costs match that of Hourglass
Parasite is poisonous. Unupped's attack raised to 2
Soul Catcher's unupped generates 3 :death but costs 1 :death to play
Rustler costs :chroma
Reduce cost of Fire Spirit/Spectre by 1
Reduce Fireeater cost by 1. Increase hp of upped by 1
Upped Steam Machine's hp increased by 1
Micro Abomination's hp increased by 2
Dragonfly has 2 attack
Amber Nymph cost reduced by 1
Black Nymph is 5|5 / 6|6
Immortal cost reduced by 1. Unupped Phase Dragon cost reduced by 1. SoW should be nerfed to counter this buff
Gpull blocks weapons
Unupped Dry Spell costs 1
Plate Armor grants +0/+4
Freeze stops auto actives. This includes Druidic Staves in a Weapon slot
All delay effects are additive
Heal can target creatures/foe
Silence can target creatures/self
Mass CC can be targeted at self
Unupped Wyrm has 4hp
Freeze, Momentum, Blessing, Chaos Power, SoW, Antimatter can target weapons (currently hp buffs don't translate to flown weapon)
Aflatoxin, Gravity Pull, Plate Armor can target players
Sanctuary doesn't interfere with Solar/Dissipation
Mitosis grants +0/+1
Virus is poisonous
Unupped Dusk Mantle cost reduced by 1
Jade Dragon cost reduced by 1
Guardian Angel cost reduced by 1
Colossal Dragon hp increased to 25, Massive Dragon cost reduced by 1
Silurian Dragon cost reduced by 1
Parallel Universe's copy doesn't necessarily have summoning sickness
Unupped Gravity Shield cost reduced by 1
Drainlife & Ice Bolt scale per 5, not per 10
Ruby Dragon hp raised to 3
Cloak lasts 4 turns
Immolation grants 8 quanta. Costs 1 :chroma
Precognition costs 1 :time / 3 :chroma
Blue Crawler hp raised to 4
Gnome Rider hp raised to 3
Fire Bolt thaws creatures
Forest Spirit is 2|2, upped 2 for 3|3
Puffer Fish cost reduced by 1
SoFo's accretion costs 1 :gravity
Psion isn't airborne, hp reduced by 1
Devourer's draining is an automatic active, & thus loboable. This impacts SoI
Shard permanents don't stack
Hope's DR updates immediately
SoFr's proc chance is 30%, but it stacks multiplicatively. Dodge chance reduced to 20%, but applies to all airborne. Frozen creatures can't evade. Crits cannot both bypass shields and multiply damage
SoSa's damage scales with increased maxhp
Dim Shield costs 5, only lasts 2 turns (upped unchanged)
SoI grants +2|+2 / +3|+3 per shard, irrespective of type. Note that since multiple passives/actives is possible, Shard Golem can be a better spell caster in openEtG
Graboid nerfed to 1|1
Not exactly a nerf: Dessication's effect is the same as Dry Spell, but costs :chroma. This steps away from conflicting with Thunderstorm & Flooding, and feels more suitable given the other changes made to :water
SoW only grants +3/+0
SoBr has no bonus for :fire mark
Grey Nymph's active costs 2, atk reduced by 1
Ash's hp is 3
Vampire Dagger cost increased by 1
SoPa only grants +1 hp. +2 for flooded
Light Nymph's attack is 6 (was this or increasing cost of active to 4 like unupped)
Nova costs 1 :chroma
Obsession damage is 10/8
Fractal costs 12/10
Fire Bolt costs 2. Deals 3 base damage, increments 1 per 4 quanta (still weighing options)
Burrow's halving applies to Nightfall bonus
Upped Sundial costs 1 Other
:chroma
http://elementscommunity.org/forum/level-1-crucible/magic-staff-wizard-staff (Deals spell damage, upped 5atk, 2hp)
http://elementscommunity.org/forum/level-3-armory/metamorphosis-metamorphosis (Target anything to change mark to target's element, grants 2 quanta of that type)
http://elementscommunity.org/forum/level-3-armory/upgrade-downgrade (Targets cards in hand. Inverts upgradedness, grants 2 quanta of card element)
http://elementscommunity.org/forum/level-3-armory/quantum-pendulum-quantum-pendulum (OP in The Deck? Probably)
:entropy
http://elementscommunity.org/forum/level-3-armory/spider-cow-nano-spider-cow
http://elementscommunity.org/forum/level-3-armory/ricochet-ricochet (Doesn't target players to have a simple solution to mass CC. Solves PU by having random player be casting ricochets. Which may make it OP with Nightmare)
http://elementscommunity.org/forum/card-ideas-and-art/fate-queen-fate-queen (hp is 6. Due to Fate Egg buff, ability costs 1. Named Golden Goose)
Reduce? Shield 2/2 DR set to [0..2/3] on play
http://elementscommunity.org/forum/card-ideas-and-art/chaos-shield-chaos-buckler-53949/
http://elementscommunity.org/forum/level-3-armory/unstable-shapeshifter-deranged-shapeshifter/
:death
http://elementscommunity.org/forum/card-ideas-and-art/ouija-essence-ouija-power (if OP, could make upkeep scale with copies in opponent's hand. Implemented
dragtom's suggestion (http://elementscommunity.org/forum/card-ideas-and-art/ouija-essence-ouija-power/msg1119332/#msg1119332) with cost 3/2)
http://elementscommunity.org/forum/level-1-crucible/command-the-undead-command-the-undead (Summons (Elite) Skeleton as well as making skeletons attack target)
Corpse Explosion 1/1 sacrifice creature, deals 1 damage to all creatures. Poisonous sacrifices poison opponent (only enemy's field if upped)
http://elementscommunity.org/forum/crucible-archive/epidemic-pandemic (costs 6/5, always poisons opponent)
http://elementscommunity.org/forum/level-3-armory/tomb-grave added by
Fippe94. Cost reduced by 1 at
Chapuz's request
http://elementscommunity.org/forum/level-3-armory/spite-spite/
Infected 4/4 7|2 / 9|4 Enters play with 1/2 poison counters.
:gravity
http://elementscommunity.org/forum/level-3-armory/repulsor-repulsor (upped is instead the same as unupped, at 1 cost)
Graviton Defender 5/5 3|10 / 4|12. Attacks creatures who attack it while undisabled (via gpull)
http://elementscommunity.org/forum/level-1-crucible/graviton-deployer-graviton-deployer-%28team-squad%29 (Lots of changes)
:earth
Sinkhole 2/2 target nonairborne creature is burrowed and given active unburrow costing 0/1
Throw Rock 1/1 deal 3/4 spell damage to target, shuffle Throw Rock into target's deck
http://elementscommunity.org/forum/level-2-forge/tunneling-tunneling (Increase cost by 1, bypasses all shields)
http://elementscommunity.org/forum/level-3-armory/orochi-orochi/
:life
http://elementscommunity.org/forum/card-ideas-and-art/elf-druid (Druid casts Shockwave instead of Lightning & costs 5, 1|2)
Giant Spider|Giant Recluse 5/5 5|6 / 7|6 :air Web
http://elementscommunity.org/forum/level-3-armory/cell-cell (Costs 2/1, but active always 1)
http://elementscommunity.org/forum/level-3-armory/living-weapon-biological-weapon (with different nit picking rules. Can't replace weapon)
http://elementscommunity.org/forum/level-3-armory/fungus-toxic-fungus Active cost of Spore increased to 2. Only generates 2 spores
http://elementscommunity.org/forum/card-ideas-and-art/equalizer-l-improved-equalizer
http://elementscommunity.org/forum/level-3-armory/rejuvenation-rejuvenation Cost increased by 1 (compare to Liquid Shadow)
http://elementscommunity.org/forum/level-3-armory/alpha-wolf-alpha-wolf/
:fire
http://elementscommunity.org/forum/level-3-armory/tempering-improved-tempering (unupped costs 2, +3. Upped only grants +4)
Burn Card 2/1 destroy target card
http://elementscommunity.org/forum/card-ideas-and-art/life-bringer-l-life-bringer (costs 2, upped is 3|3.)
http://elementscommunity.org/forum/level-2-forge/lava-magma/
Heat Mirror 4/4 Summons a Spark/Ball Lightning every time opponent play a creature.
:water
http://elementscommunity.org/forum/crucible-archive/gift-of-thetis-gift-of-oceanus (costs 1/0, requires pillar sacrifice. Can target opponent's pillars. Grants 2 :water, 2 of pillar, 1 of mark)
http://elementscommunity.org/forum/level-3-armory/squid-octopus (active costs 2 :darkness)
Bubble Shield 1/1 Reflective, castable :light Clear from new :light creature Surgeon
Clepsydra 4/4, active yoink costs 3/2 :time. See Darkness spell. Lasts 5 turns
http://elementscommunity.org/forum/crucible-archive/cascade-waterfall (targeting unrestricted. 4/4, requires upkeep, active 3/2 :gravity)
http://elementscommunity.org/forum/card-ideas-and-art/disarray-orb-anarchy-orb (Water cost obviously, scrambles same as Discord. 2/2, lasts 3/5 turns)
http://elementscommunity.org/forum/level-3-armory/oceanus-oceanus/
:light
http://elementscommunity.org/forum/card-ideas-and-art/monk-monk (always 3|5, costs 4/3)
Surgeon Mind Flayer stats, castable "Clear" clears poison/adrenaline/momentum/psion, reduces delays by 1, & heals 1hp
http://elementscommunity.org/forum/level-1-crucible/flatline-flatline (renamed to Sabbath, cost reduced to 2/1)
http://elementscommunity.org/forum/level-3-armory/donate-give
http://elementscommunity.org/forum/level-3-armory/martyr-martyr (-2 hp, -1 cost, remove backlash when Martyr dies)
:air
Draft 1/1 :chroma Inverts target's airborne status
Gryphon 6/6 7|4 / 7|7 airborne
http://elementscommunity.org/forum/level-2-forge/whim-whim (targets card. Doesn't take into account active cost. Can target foe. Unupped costs 2, upped is 3|3)
http://elementscommunity.org/forum/level-3-armory/fenghuang-fenghuang Bounce makes use of multiple actives rather than being a passive
Owl 5/5 4|4 / 5|5 airborne, nocturnal, reveal opponent's hand on play
:time
http://elementscommunity.org/forum/card-ideas-and-art/neurotoxin-neurotoxin (doesn't increase poison counters, foe must already be poisoned)
http://elementscommunity.org/forum/level-3-armory/time-barrier-chronos-barrier with modifications to balance wrt SoBr
Innovation 3/2 destroy target card, owner draws three cards
http://elementscommunity.org/forum/level-2-forge/time-bomb-time-terror/ (Damage for unupped increased to 10, card and ability cost for upped increased to 2)
:darkness
http://elementscommunity.org/forum/level-2-forge/shadling-elite-shadling (2/3, 0|2 / 1|3. Ability costs 2. Upped doesn't siphon 2 attack. Can reduce attack below 0)
http://elementscommunity.org/forum/crucible-archive/despair-despair Proc rate is multiplicative, base 20%. Unupped costs 6
http://elementscommunity.org/forum/level-3-armory/yoink!-yoink! (steal target card from hand, not random card from deck)
:aether
http://elementscommunity.org/forum/level-3-armory/blue-mage-blue-mage (costs 4/4, stats 3|3 / 3|5, cast 2/1. Cast element not converted to :aether)
Broken Mirror 4/4 Summons a 1|1 / 2|1 with spell damage every time opponent play a creature. Inspired by http://elementscommunity.org/forum/level-3-armory/broken-mirror-eldritch-mirror/
To Zanzarino: openEtG devs do not intend this project to be disrespectful to you, but rather to be an expression of their admiration & enjoyment of the game you created. If you disapprove of the existence of this project, all devs have agreed to cease work on openEtG at your request.
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I should probably move that up to the "on the fence tier"
Essentially it's the result of applying burrow's halving when calculating trueatk. Adding eclipse could be done after the halving, which is currently the last step, & SoPa would have to apply its buff to a separate variable besides base attack
Alternatively, with a more consistent burrow behavior, it may be possible to find some better design for Antlion that isn't forced to be a gimmick. I'm open to any discussion of differences' merit. That I don't intend to change something doesn't mean I'll refuse
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Personally I believe that burrow'SoPa is a good synergy that should not be removed.
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Is this supposed to be an eventual replacement for the current game, taking over the development ?
If yes, does the developer of the original know about it and is he OK with it ?
I know there isn't very active development and there are certain bugs and server issues that need fixing, but I still feel that a one-sided (hostile) take-over might run into legal problems.
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@Fippe
I concede. It'll be a bit backwards seeming in the code when I implement SoPa to grant +4/+2 to burrowed creatures
@farscape
Zanz hasn't been online since I began this. I believe there to be no legal issue: the code is mine, & I intend to make no use of Elements's graphics/audio (currently using images from http://dek.im/resources/card_header_images but I'd like to end that use sooner rather than later)
This isn't a hostile take over (I have no interest in purchasing Zanz's assets). While I'm open to discussion of legal issues, I'd prefer to not derail this topic which is intended to focus on development. I'm not interested in legal superstition
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From a legal point of view I think this is okay as long as it is not for commercial purposes (since serprex and AA are not stealing the code, but reverse engineering it). Making a profit out of it would probably characterize plagiarism (not the case).
I do approve of this as it could be used in future emergencies (see War and server bork for example). Unfortunately I don't know enough Javascript to contribute beyond proofreading the logic in some parts of the code.
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Graboid's 2 attack is essentially 1 due to being burrowed
Easy fix: change attack from 2 to 4.
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Graboid's 2 attack is essentially 1 due to being burrowed
Easy fix: change attack from 2 to 4.
I wouldn't complain at a nerf to graboid, however slight. :p
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I would love to participate in the development :D But I have yet no knowledge of JavaScript :P And I don't have any experience with Github ^^ I guess I will spend some time learning it. If you know a good tutoring link, please let me know :D I can't promise that I can help a lot or even will work a lot on it, but if I find some time I'd really love to help you out :D
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Legal information, copy pasta:
You can copy all of gameplay without any issues at all. That is not copyrightable or enforceable. The things that matter are assets - art, sound, music, video, etc. There are loads of examples of this in the industry, for example first Warcraft basically copied Dune 2 gameplay mechanics and the genre was totally new at the time. For a more recent example - check out Gameloft company, the developer for iphone. What they do is copy successful game ideas as close as possible to the original but without using any art assets from originals. That is their successful business model. They copied games like Halo, Starcraft, World of warcraft and so on with huge success in their field. It is even funny that if you check their wow clone you may see that animations of orcs and their looks are very close to the original but technically aren't.
TL;DR version: As long as you copy gameplay and don't copy any assets (art, music, animation) you are 100% fine.
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I would love to participate in the development :D But I have yet no knowledge of JavaScript :P And I don't have any experience with Github ^^ I guess I will spend some time learning it. If you know a good tutoring link, please let me know :D I can't promise that I can help a lot or even will work a lot on it, but if I find some time I'd really love to help you out :D
Programming ability isn't necessary to help. Testing & graphics can be done without programming experience
One might think that openEtG being the first time I get something working with HTML5 tech would imply I'd have recent experiences to share on learning, but they'd be wrong. Anti sent me some links when I started, but they mostly went over my head. Honestly, I'd suggest reading openEtG's code as a way to learn (which means you'll be learning all my bad habits, but eh)
I should probably document the code
edit https://github.com/serprex/openEtG/wiki
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What graphics are needed? 2 players are needed to test it?
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Open etg.dek.im in two tabs and you can match against yourself. CuCN's been finding lots of issues by running 12QP/6 SoSe
As for graphics: everything. Status effects, element icons, card templates, card pictures. I'm unsure about effects, that'd require the engine have a way to tell the UI to start an animation (Bolting targets, healing glow, etc)
Right now openEtG is a graphically a bunch of text and text over colored rectangles
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Will this be able to test card ideas in the future?
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It can test card ideas now. Run updatedb.py or download sheets from here (https://docs.google.com/spreadsheet/ccc?key=0AhacMqaIJo6ddG5rTXpxaHFOR20wVUZwMWZZRUlEWkE&usp=drive_web) as csv. Add card info to respective sheet, add any new active to Actives in etg.js. Passives/statuses are implemented rather poorly, as they have to be implemented in game flow
Granted that may seem cumbersome. Ideally passives could hook to events and there'd be a scripting language to describe effects which could be encoded in base64 bytecode in a spreadsheet. Lots of options on how to make this more generic, which should be explored eventually, though currently all my effort is in getting the base Elements card set working
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So, I'd like to add this to my Eclipse Workspace. I already installed EGit, but I don't know how to proceed from there. Can someone help me out? :)
Ok, I think I somehow did it. Got the project in eclipse now. Got to find out how to collaborate and how to use github now ^^
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In the OP you mention no AI. Both as a programmer and gamer, I have been fascinated by AI development, but never really had the time to invest in it (apart from a fun project long time ago in a 3D tic-tact-toe game).
Mind, you I am not so keen on re-programming a pre-scripted AI to behave the same / similar as the current one in EtG. However, I would be interested in exploring some rather different avenues, such as:
- user-script driven AI to be supplied per-deck, i.e. implement a scripting language in which one could describe how a specific deck should be played, this could lead to AI3/FG decks being played much smarter and also to an Arena, where the player who submits the deck would also submit how to play it.
- Dynamic learning AI, that would record PvP games, analyze patterns to determine what moves lead to victories for various deck archetypes, play-styles depending also on the opponent decks.
- Optimum response calculation based AI. This would "cheat" in the sense that it would peak at the whole deck of the opponent and calculate what possible moves the opponent can make in subsequent rounds, building a decision-tree like in a chess-AI to determine what's the best move.
So, I'd be interested in exploring these types of AI-implementations if you don't mind me joining in on this effort.
I have a little bit of experience in javascript (although more extensive in Java ), though I do need to dust-off my knowledge and look into any recent changes in the language as well as HTML5.
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Optimum response calculation based AI. This would "cheat" in the sense that it would peak at the whole deck of the opponent and calculate what possible moves the opponent can make in subsequent rounds, building a decision-tree like in a chess-AI to determine what's the best move.
a less "cheaty" implementation would be trying to infer the deck your opponent is using, or at least the general strategy (example: mark of darkness and a bunch of time pillars, assume ghostmare, unless ghosts take too long to appear). This would lead to a fuzzy decision tree (not sure if that's the technical term :P).
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AI should be using a field algorithms, it'll play smarter that way.
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Optimum response calculation based AI. This would "cheat" in the sense that it would peak at the whole deck of the opponent and calculate what possible moves the opponent can make in subsequent rounds, building a decision-tree like in a chess-AI to determine what's the best move.
a less "cheaty" implementation would be trying to infer the deck your opponent is using, or at least the general strategy (example: mark of darkness and a bunch of time pillars, assume ghostmare, unless ghosts take too long to appear). This would lead to a fuzzy decision tree (not sure if that's the technical term :P).
Your description reminds me of my days designing custom AI scripts for AOE II. Essentially, I imagine AI's for Elements that looks at factors and uses various methods of inferring deck opposed from those factors/clues.
- Mark
- Deck size
- First turn plays (then expanding to future turn card plays)
- RECENTLY experienced opposition matching these clues
- Expanding from there into a library of past decks "not seen lately" by AI from opponents
- [own deck stuff as Zso describes about a list of "how I prefer AI to use my deck" stuff]
etc.
Edit: The AOE II corollary is that you can 'teach' (write) your AI scripts to learn/know the map style, opponent quantity, opponent civilizations chosen, etc and then invoke certain sections of AI method from that data.
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My idea of the AI was this:
1. Count quanta available
2. Check for one-turn game end
3. Run synergy function on every card pair possible
4. Note down all synergy chains
5. Use computationally efficient function to determine the play that does best
6. Sort this best play by which cards are best to play first
7. Play it, if a random event or new card happens, rerun search
The evaluation question I suggest is turns to lose - turns to win.
I'm eager to help with the AI.
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For those looking to contribute, the beauty of github is that any of you can fork the project and then submit a pull request.
https://help.github.com/articles/fork-a-repo
https://help.github.com/articles/using-pull-requests
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For those interested in AI, as an old AI developer, I would suggest looking into
Potential Fields: (for general board and quanta control)
http://aigamedev.com/open/tutorials/potential-fields/
When potentials are matching, or potentials show inevitable defeat, then have it switch all fuzzy logic algorithms to develop possible combinations, and make random 'guesses' as to what could shift the potentials. Store the results, using some XML or MySQL in your project, and record the usage of and include these results in the potential field results, creating a Class 1 self learning brain.
Remember, null, is the third state, and means unknown. This is a powerful tool to acknowledge.
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https://github.com/serprex/openEtG/commit/b397a16657a745ef0f02c6b14063a10c5e16af5b#diff-eacf331f0ffc35d4b482f1d15a887d3bR195
I've added a basic layout for AI. Currently demonstrates with an AI that will play pillars and discard if hand is full. Note that while the demo AI is written plainly in index.html, one should define their AI in a separate file. I plan to eventually use RequireJS (http://requirejs.org), so feel free to write AI in that style
If you decide you want a db to store learning information in, I'd suggest using redis as that's my current goal for storing player info in
PS Works in Chrome now
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sounds like this is proceeding nicely hopefully this will be fully functional after christmas
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Hopefully we can test a few card ideas out, if it hasn't already been suggested.
Also, new AIs...
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Made some elemental symbols that keep the same colors but use different designs than the ones in EtG
(https://dl.dropboxusercontent.com/u/7229007/openetg/entropy.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/death.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/gravity.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/earth.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/life.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/fire.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/water.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/light.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/air.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/time.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/darkness.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/aether.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/entropy_mark_big.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/death_mark_big.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/gravity_mark_big.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/earth_mark_big.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/life_mark_big.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/fire_mark_big.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/water_mark_big.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/light_mark_big.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/air_mark_big.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/time_mark_big.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/darkness_mark_big.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/aether_mark_big.png)
Entropy -> shattered glass (looks good in the bigger version, looks weird in the smaller one)
Gravity -> Planetary System (satisfied with this one)
Death -> Skull and Bones (looks a bit too cute, but that's the best I can do)
Life -> Leaf (not satisfied)
Time -> An Hourglass (this one looks better in the smaller version. Overall satisfied)
Aether -> A dimensional rift (I botched this one :P)
Earth -> Mountains (extremely satisfied with the result)
Air -> currents (simple but gets the message through)
Fire -> Flame (satisfied with it)
Water -> Rain (Made some mistakes in the original but they disappear in the smaller version)
Darkness -> Abstract shadows (abstract is abstract)
Light -> Abstract Flare (the smaller icon seems to shine because of the gradients, mission accomplished)
There is definitely room for improving some of them.
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Icons added, thanks
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Admin statements have been requested, so I will confirm: this is currently a legal project. My statement does not in any way reflect zanz' stance and I will follow his if he states anything different.
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Thank you, Higurashi! This will at least cut down on certain questions we have received. So until Zanz says otherwise, we can keep working on this. That's helpful to know.
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Did a bit of testing today (it is much more playable now that there are icons and you don't need to hover the mouse to get stats and stack sizes) and animate weapon doesn't seem to work (it just won't play the card, even with a weapon in the slot and with quanta to play it).
Read some parts of the code and I think I found a problem in the Shard Golem. It currently requires 7 SoG to get the mitosis ability (if I understood the code right).
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Corrected Shard Golem issue
You may be getting confused because I haven't added targeting graphics. Flying Weapon has been changed to target players (thus you can fly your opponent's weapon). A player's hitbox is their health text
I should mention that I feel the code is up to par at this point to begin progressing beyond the current Elements cardpool/mechanics. Still unsure how best to determine deciding new cards/buffs/nerfs, but putting it out there
There was implications earlier that with pvp servers down this might be a suitable alternative for matchs, but there are some large scale changes that make this impractical already: CC shields affecting weapons, randomquanta being proportional, complete reshuffle for automulligan. While those examples wouldn't be hard to fix, I've decided that my changes are fixing broken things in Elements. I personally don't have the will to maintain two branches, so a more strict adherence to Elements would have to maintained by someone else. Since I'm not that someone else, I might as well not be them half assedly
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Yo. Feel free to use any of the artwork I made for EtG, just email me at vrt@vrt-designs.com and let me know.
If you need any more art made I might be able to do something, but again - email me, we'll see.
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Since psion is changed into a status rather than an active skill keeping the spell damage status with mutation/overdrive doesn't need to be mentioned as something that could be fixed because it is in keeping with how statuses work. I hope that made sense.
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vrt: Email sent. Very grateful
LITHE: if mutant psions' spelldamage is OP, code can be written so that preexisting psion status is removed when transforming. But yes, that change is implied so I've removed noting it in an attempt to keep the list of differences concise
On changing the code to emulate original behavior: I've modified the active system to support multiple actives (still not perfect, can't have multiple actives of the same kind). While this is useful in defining cards, it conflicts with alternate uses of active changing cards being lobo methods
Fixing this isn't impossible: when changing an active, instead of saying "c.active.cast = Actives.destroy" in BE, I'd say "c.active = {cast: Actives.destroy}" but it raises the question of whether the lobo'ing is really necessary for _all_ active overriding spells. Any opinions would be appreciated. To note: Devourer's passive is now an active alongside burrow, so Butterpest would no longer work if BE didn't only overwrite burrow
I personally think stuff like Butterpest is neat, thus that more card synergies like that would be good, and that lobo'ing should be explicit. I've read complaints that active overriding spells were downsizing aether's lobotomize (inb4 aether hate). Still, if there's any active replacements which feel like they should explicitly lobo, do mention
edit active chaining implemented. So "c.active.hit = Actives.vampire" is now "c.addactive('hit', Actives.vampire)" & doesn't lobo scorpions
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Made some elemental symbols that keep the same colors but use different designs than the ones in EtG
Needs a Chroma for Other/Chroma stuff
:chroma :chromabig
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Made some elemental symbols that keep the same colors but use different designs than the ones in EtG
Needs a Chroma for Other/Chroma stuff
:chroma :chromabig
Delivered:
(https://dl.dropboxusercontent.com/u/7229007/openetg/chroma_other_border_small.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/chroma_other_border.png)
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Awesome, thank you. Currently serprex just put in a gray version of the Entropy icon you made. This is better.
Btw, which graphics tool are you using?
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These were all done in gimp, as I know my way around it better than in photoshop.
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For AI I could compile together files relating to how the AI should play cards (which cards to play first, which cards grow/shrink, which cards multiply buffs, etc. ).
Oh, and which license is this project under? What's the ultimate goal?
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Oh, and which license is this project under?
We were discussing MIT (https://en.wikipedia.org/wiki/MIT_License) or http://unlicense.org
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Added Chroma icon, https://github.com/serprex/openEtG/commit/04d11a8e33d611add5ebf01a01cb1b6e0be1c4c9
Added MIT license, https://github.com/serprex/openEtG/commit/03d328a97952b324c66ef847e610712ada709fd8 (see this random thread on the internet for some FUD about unlicense (http://programmers.stackexchange.com/questions/147111/what-is-wrong-with-the-unlicense))
As for AI tables, I can't say how useful that'd be. It could definitely produce an AI superior to current Elements, but if Zso's exploratory fun comes up with a good eval function then knowledge of how cards work will be less necessary. I say less because it may be a fair optimization to not brute force evaluate whether casting lightning on your Purple Dragon is a good idea (similar point: it's been pointed out that Elements's AI would be superior if it didn't consider Fractal'ing your RoLs)
I made a small stub for how to hook AI into the GUI. I leave deeper AI development to whoever makes a good pull request. My current development focus is updating layout to make use of vrt's art (in such a way that doesn't require graphics for everything)
On my ultimate goal: I don't know. I don't think long term. When I use programs, I think about how they're made. Grinding Elements gave me a lot of time to think about how I'd implement it. Then I asked ITR whether it'd be a good idea & he said it would. So I did
PS on active question I raised previously: I asked Cal since nobody was saying anything here, and have been convinced to keep all spells that change actives having a lobo effect besides Mitosis
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First of all I'm creating a list of abilities and cards. Regexes in libreoffice are confusing...
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-snip-
(This post used to have a list of active abilities and cards from EtG. Maintaining only so everything below makes sense.)
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While I appreciate the effort, note that Improved and Elite prefixes have been removed, and that internal active names differ. Not to mention additions/subtractions I've made to the card pool
As linked in the original post, Cards @ https://docs.google.com/spreadsheet/ccc?key=0AhacMqaIJo6ddG5rTXpxaHFOR20wVUZwMWZZRUlEWkE
CardDB for Elements is @ https://docs.google.com/spreadsheet/ccc?key=0Ao07Zx9C3FLcdFdXV0tpOWhKeDExNmhTdHgwVkg0NFE
Which is to say that your list at first sight appears to be an unfortunate mix of redundancy and describing Elements's card pool rather than openEtG's
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Starting work. My current progress can be viewed here:
https://docs.zoho.com/sheet/published.do?rid=1m466ec3af1bba2be49afa951013359a66fdd
(Using zoho because GDocs doesn't mesh well with libreoffice despite having conversion support)
How to read: Highest numbered cards should be played first, then lower numbered cards. I set 0 to be the priority of a normal vanilla creature.
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I can't think of every possibility by myself! Help!
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If you want to discuss development actively, chat is more amiable to that end. That said, I lean towards "cross that bridge when we get to it" development, so unless you're developing a full fledged AI branch, I won't be of use (I repeat this sentiment for emphasis)
I'm not interested in defining AI priorities for Dumb AI. That said, your sheet lacks one thing Dumb AI might use: a column which defines filters
I expect any new AI being developed will come up with its own table as needs arise
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So i tested a few games with fippe today, and I actually liked it. Great work to whoever is working on this.
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So i tested a few games with fippe today, and I actually liked it. Great work to whoever is working on this.
It's pretty much entirely serprex.
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If you want to discuss development actively, chat is more amiable to that end. That said, I lean towards "cross that bridge when we get to it" development, so unless you're developing a full fledged AI branch, I won't be of use (I repeat this sentiment for emphasis)
I'm not interested in defining AI priorities for Dumb AI. That said, your sheet lacks one thing Dumb AI might use: a column which defines filters
I expect any new AI being developed will come up with its own table as needs arise
I'm preparing the equipment for that bridge in case someone wants to cross it.
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stuff i found while testing against AI :
purify bug if i use two on my instead of giving me -4 poison counter it says NaN
Gift Of Oceanus is incredibly op.
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So, I read the code of "index.html".
I don't know anything about html yet (only some basics), but is that the way you have to write a code in html?
Don't get me wrong, I understood pretty much everything there, but I've been taught to write in C++, and this seems more like Pascal combined with C++ to me.
Am I wrong? As I said, I never wrote any html, so that may be the way html is written.
Sorry for bothering you with stupid things, I'm just trying to understand.
I should really learn java script and html someday...
By the way, "this" is a structure, right? I know about them, but I don't know about classes yet. I heard they're pretty much the same as structures, except you can define functions in them and other stuff you can't do in structures.
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jijo: Fixed purify. While I don't doubt Gift being OP, explanation is nice. Mono water rush? Suggestion for how much quanta should be generated? Considering +3 :water +2 mark
iancudorinmarian: index.html is mostly javascript. But yes, javascript is how you write code for browsers (other methods compile to javascript)
As for JS's OOP paradigm... you're use to C++, which is class oriented. Javascript is prototype oriented. Essentially classes are objects in the latter. I assume by structure you mean struct. In C++ structs and classes are pretty much the same. It's easier if you start with the idea of "Javascript doesn't have classes" if you start reading about javascript OOP
http://en.wikipedia.org/wiki/Prototype-based_programming
"this" in javascript is applied by a.f(x). So if I have a function f, "a.asdf = b.ggg = f;" will have a.asdf() will have f be called with this as a, and b.ggg() will have f be called with this as b
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So, I read the code of "index.html".
I don't know anything about html yet (only some basics), but is that the way you have to write a code in html?
Don't get me wrong, I understood pretty much everything there, but I've been taught to write in C++, and this seems more like Pascal combined with C++ to me.
Am I wrong? As I said, I never wrote any html, so that may be the way html is written.
Sorry for bothering you with stupid things, I'm just trying to understand.
I should really learn java script and html someday...
By the way, "this" is a structure, right? I know about them, but I don't know about classes yet. I heard they're pretty much the same as structures, except you can define functions in them and other stuff you can't do in structures.
First, html is not a programming language like C++ or Pascal (you can't make calculations, for example), it's actually a code that describes what should go where and where to find the relevant files. Javascript on the other hand is a real programming language (that you can add to html so your browser executes it) and it's way more simplified when compared to C and friends. If you know how to program in one of these languages JS is pretty simple to learn (once you get past some weird features it has).
Second, an object is essentially a structure that has its main functionality (the functions used to handle the structure) built in, not only its data. A class is a way to specify a type of object (closer to a typedef in C/C++), where objects are instances of classes. JS uses prototypes which are a different way of specifying objects.
Third, 'this' is a keyword to refer to the object itself.
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jijo: Fixed purify. While I don't doubt Gift being OP, explanation is nice. Mono water rush? Suggestion for how much quanta should be generated? Considering +3 :water +2 mark
iancudorinmarian: index.html is mostly javascript. But yes, javascript is how you write code for browsers (other methods compile to javascript)
As for JS's OOP paradigm... you're use to C++, which is class oriented. Javascript is prototype oriented. Essentially classes are objects in the latter. I assume by structure you mean struct. In C++ structs and classes are pretty much the same. It's easier if you start with the idea of "Javascript doesn't have classes" if you start reading about javascript OOP
http://en.wikipedia.org/wiki/Prototype-based_programming
"this" in javascript is applied by a.f(x). So if I have a function f, "a.asdf = b.ggg = f;" will have a.asdf() will have f be called with this as a, and b.ggg() will have f be called with this as b
Thank you for explaining. And yes, by "structure" I meant "struct".
I'll continue reading everything from the source site.
It will be even easier to understand because it's about EtG ;)
Just by looking at the codes I can see the hard work you do. Congratulations for all the work until now :D
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First, html is not a programming language like C++ or Pascal (you can't make calculations, for example), it's actually a code that describes what should go where and where to find the relevant files. Javascript on the other hand is a real programming language (that you can add to html so your browser executes it) and it's way more simplified when compared to C and friends. If you know how to program in one of these languages JS is pretty simple to learn (once you get past some weird features it has).
Second, an object is essentially a structure that has its main functionality (the functions used to handle the structure) built in, not only its data. A class is a way to specify a type of object (closer to a typedef in C/C++), where objects are instances of classes. JS uses prototypes which are a different way of specifying objects.
Third, 'this' is a keyword to refer to the object itself.
Thank you for the explanation. This is sure going to help me in the present and in the future as well.
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singularity:function(c,t){
var r = c.owner.rng();
if (r > .9){
c.status.adrenaline = 1;
}else if (r > .8){
c.active.hit = Actives.vampire;
}else if (r > .7){
Actives.quint(c, c);
}else if (r > .6){
Actives.scramble(c, c.owner);
}else if (r > .5){
Actives.blackhole(c.owner.foe);
}else if (r > .4){
c.atk -= c.owner.uptoceil(5);
c.buffhp(c.owner.uptoceil(5));
}else if (r > .3){
Actives.nova(c.owner.foe);
c.owner.foe.nova = 0;
}else if (r > .2){
Actives.parallel(c, c);
}else if (r > .1){
c.owner.weapon = new Weapon(Cards.Dagger, c.owner);
}
c.dmg(c.trueatk(), true);
},
At the if (r>5) part: Is the singularity intended to BH the opponent's owner, or is this just a mistake? If it's intended, what's the logic behind it?
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//-snip-
}else if (r > .5){
Actives.blackhole(c.owner.foe);
//-snip-
At the if (r>5) part: Is the singularity intended to BH the opponent's owner, or is this just a mistake? If it's intended, what's the logic behind it?
Note that the blackhole function takes in the parameters of a card (the card producing BH) and a target (which isn't used in the function). According to the BH function, the ability affects the enemy of the card owner. Thus, by passing the parameter c.owner.foe (likely because players count as cards), you're asking BH to affect the foe's enemy, i.e. the singularity BHs its owner.
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//-snip-
}else if (r > .5){
Actives.blackhole(c.owner.foe);
//-snip-
At the if (r>5) part: Is the singularity intended to BH the opponent's owner, or is this just a mistake? If it's intended, what's the logic behind it?
Note that the blackhole function takes in the parameters of a card (the card producing BH) and a target (which isn't used in the function). According to the BH function, the ability affects the enemy of the card owner. Thus, by passing the parameter c.owner.foe (likely because players count as cards), you're asking BH to affect the foe's enemy, i.e. the singularity BHs its owner.
Oh, right...thanks for pointing that out. It just seemed strange and I thought it was a mistake.
Also, in the readme.txt, serprex said something about downloading node.js and tortoisegit. Ummm, I may be just tired, but where do I find these? Or do I have to download everything? (there is a button in the right side "Download ZIP".
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They are seperate programs, just google them.
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I should probably post about when I've pushed large changes
Users have been added. Authentication hasn't. Which means I had to invest into AI, so AI now targets. It still doesn't prioritize anything, so it's still really bad (I was hoping someone else would do AI, but "Someone else will do that" isn't something to rely on)
Anyways, I sometimes see these "PS I did stuff" bumps (looking at you, anti). The poor execution of this one should demonstrate why I'ven't done that myself
edit To note: ~500 lines were added today. So new bugs are likely. Console output appreciated
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I recognize that I'm coming into this very late, but I have some balance issues. Are they worth my time to bring up, or are the changes as made pretty much set in stone by now?
Also: Opera? Or do I have to use Chrome?
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Any changes I've made I'll be even quicker to revert given an argument against
Only tested on Firefox, Chrome, & IE (though no promises wrt IE)
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Annoincing that I will start taking a deep look at the GUI and see if I can make it more lovely, if I find the source code
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ui.main.js needs to be split up. It currently has the GUI & more. To note: vrt mentioned working on some UI graphics
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My Thoughts on Balance:
Random quanta is proportional
This seems like it could be really problematic for rainbow decks. Freak happenstance nets you 2 :darkness: and 1 everything else, and you suddenly end up practically guaranteed to have a :darkness: glut. Furthermore, it means that rainbow decks practically have to load up significantly more on cards of their mark.
If anything, I would be inclined to make random quanta inversely proportional -- but keeping it genuinely random is probably the best scenario of all. Let the Law of Large Numbers work the randomness angle on it's own.
Several shards have effects that no longer regard mark...others maintain relevance
This is bad because it favors the elements whose shards still improve their effects when marks are active. I see three solutions. 1) All shards regard mark. 2) No shards regard mark. 3) Those shards that still regard mark have generic quanta costs.
Personally, I prefer option 1.
Flooding doesn't start at killing creatures past 7
What does this mean?
Singularity can be lobotomized
I'm mildly concerned about Supernova/Nova's balance if this is the case. But only mildly.
Micro Abomination's hp increased by 2
Seriously? A 2|6 creature for 1 quantum? It was already the most powerful 1cc creature in the game in terms of p|t?
Mitosis grants +0/+2
Mitosis was already on the upper edge of the power scale as it is; why make it even better?
Drainlife & Ice Bolt scale per 5, not per 10
I hope they only add 1 damage per 5, then. Either that or they massively outclass Fire Bolt, and that's bad.
Phoenix's conversion to ash is a transformation
As opposed to summoning a fresh creature? So a phoenix that is Quinted and dies to a Fire Shield creates a Quinted Ash? A Phoenix with Adrenaline keeps it as an Ash and then keeps it through the Phoenix transformation as well? And this is listed as a debuff?
That's it for now; I'll go through the newly-added cards soonish. :)
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Random quanta is proportional
This seems like it could be really problematic for rainbow decks. Freak happenstance nets you 2 :darkness: and 1 everything else, and you suddenly end up practically guaranteed to have a :darkness: glut. Furthermore, it means that rainbow decks practically have to load up significantly more on cards of their mark.
If anything, I would be inclined to make random quanta inversely proportional -- but keeping it genuinely random is probably the best scenario of all. Let the Law of Large Numbers work the randomness angle on it's own.
"Random Quanta is Proportional" means when random quanta is selected from your current quanta pool (as in, when you play an "other" card or a pest pests you), if you have 3 dark quanta and ten death quanta, you have a 3/13 chance of having a dark selected and a 10/13 chance of having a death selected. It does not, to my knowledge, have anything to do with QTs generating quanta.
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Oh, it's only when quanta is drained? That's OK, then. If it were during generation, that would be really messed up.
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I should probably quote, but I'll see how this goes
Random quanta being proportional: this is for spending colorless quanta. Quantum Pillars still grant quanta exactly the same. My main concern here is that Discord would benefit too much from this. In that case scramble can be nerfed to compensate (ie scramble less quanta) & you posted
I thoroughly removed all mark relevance with shards (#2). Perhaps I missed listing some? In this case we disagree on which solution is best (1 vs 2) though I think you raised this issue because you didn't realize I'd gone with #2. I lean away from mark dependence because it promotes splash deck (eg mono air + SoBr) rather than allowing a fire deck to splash another element while making full use of SoBr. Some of the confusion might be in how I went about removing mark reliance (SoV always reduces maxhp by 3 (buff), SoBr always draws only 2 cards (nerf), SoG always heals 4 (buff to non Life mark, nerf to Life mark))
Flooding: when one uses flooding, the first round the two most horizontal creatures remain alive. The next round they are killed. I was lazy and implemented Flooding to immediately kill the most horizontal creatures (note that positional language is confusing since I haven't made creature layout the same)
BE/Singularity might be dangerous. But it's still a negative attack creature. Most lobo effects aren't seen in speedbows, so it shouldn't be an issue (Singularity balance may be more impacted by different probabilities on events occuring, so there's subtler things at play). Speedbows in general are hurt by nova cost 1 :chroma, so on that front there's larger issues at play too
2|6 micro abom: Elements current balance has 2cc exceeding 1cc in general. Given the choice between nerfing 2cc (Frog, guard, minor phoenix) and buffing 1cc (Ash Eater, Micro Abomination) I chose the latter. If a 1cc rush can be shown to be faster than a 2cc oriented deck (Fractix/Frogtal) or more control resistent than mono Air with SoFr then I'll admit I went too far
Mitosis: +0/+2 may've been excessive, & I'll reduce that to +0/+1. I made the +0/+2 change before increasing the cost of Fractal, & you're right in that it'd be better to nerf Fractal to be at the level of Mitosis than buff Mitosis to be at the level of Fractal
Bolts: your hopes are true. I'd hate to live in a world of double damage bolts
Phoenix transformation: you may be right. To note: adrenaline/poison ash dies. Frozen phoenix isn't unfrozen. I'm very open to reverting this
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what does the bolt line mean?
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Ice Bolt deals 2 damage, then 3 at 5 :water, then 4 at 10 :water. Rather than dealing 2 until 10 :water
edit Phoenix change reverted
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When playing Sundials, they last 1 turn (as they should) but the card in the field says it lasts 2 turns (on the right of 'Hasten')
Innovation shouldn't kill you if you reach less than 0 cards when drawing with it. Please :)
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deleted old post as there was too much different
:fire
(http://i.imgur.com/4MMnCNT.jpg)
:water
(http://i.imgur.com/VH694lw.jpg)
:light
(http://i.imgur.com/nxZ9A06.jpg)
:death
(http://i.imgur.com/mSAeKJ0.jpg)
shards made entirely in paint XD
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Random "sketch" for an opening theme
https://dl.dropboxusercontent.com/u/7229007/openEtG_theme.m4a (https://dl.dropboxusercontent.com/u/7229007/openEtG_theme.m4a)
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Random "sketch" for an opening theme
https://dl.dropboxusercontent.com/u/7229007/openEtG_theme.m4a (https://dl.dropboxusercontent.com/u/7229007/openEtG_theme.m4a)
me like it
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Pretty sure jmizzle7 never gave zanz exclusive rights. Contact him.
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Testing the stuff, my thoughts and questions:
Testing Tomb-Grave: They are as expensive as a PU/TU, so it would be better if the creatures come back with the stats they had before they died (maybe except Gravity Pull, it would be OP with Dolls) or reduce it's cost -a lot-
It would also help future noobs if pendulums had their proper description.
I LOVE the rest of the new cards, and how Epidemic stacks.
'Burn Card' costs only 1 less than Yoink!, I suggest increasing Yoink!'s cost by 1 (think about how powerful it is with Precog)
Is it my imagination or not every malignant cell generates a new one?
I don't get what Graviton Defender does. What does 'undisabled' mean here?
Another thing, it happened that I started some games and this happened before/just after I played my first pillars (I think it's just when my turn starts)
(http://i.imgur.com/TKhG2mw.png)
And I couldn't click ANYWHERE on the screen except on the resign button. For the reference, I'm using Chrome on Mac
EDIT: Maybe t's something about the AI, my turn just doesn't start. I think that it only happened when I had Fungus in my hand
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andre: Will get to that at a later point in time
vrt: First contact is scary. I don't have a preference towards the reuse of resources in Elements
Chapuz:
Haven't been able to reproduce your issue, though I've seen that issue happen a bit
I'd rather lower the cost of Tomb/Grave than make it a predeath PU
Graviton Defender is a forced combo with Gravity Pull. Undisabled means not frozen or delayed (avoids BB+GP combo)
Not your imagination wrt Malignant Cells. Hack from when cells would split on creation, but new cells aren't iterated on now, so they don't need to have useactive set to true prematurely. Thanks for pointing out
Same argument about Yoink can be applied to Steal only costing 1 more than Deflag
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Something I couldn't test: I hope Sanctuary protects your hand from Burn and Yoink too ^^
I prefere the Malignant Cells to be generated like currently in EtG, it's their purpose!
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Pretty sure jmizzle7 never gave zanz exclusive rights. Contact him.
For those more attached to the current theme, we can do something like this (https://dl.dropboxusercontent.com/u/7229007/EtM%20trilha.mp3)
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For those more attached to the current theme, we can do something like this (https://dl.dropboxusercontent.com/u/7229007/EtM%20trilha.mp3)
I actually miss the very first theme from back in the day. It was a guitar piece, not sure if I can dig it up from anywhere.
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For those more attached to the current theme, we can do something like this (https://dl.dropboxusercontent.com/u/7229007/EtM%20trilha.mp3)
I actually miss the very first theme from back in the day. It was a guitar piece, not sure if I can dig it up from anywhere.
I remember rob posting, in a nostalgia thread, a gaming site that still had an ancient broken version of Elements. You can't log in but the guitar intro is still there. It's actually the same melody of the current theme arranged in a completely different way. Don't remember the thread name though.
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Fippe94 will be taking over openEtG. A new thread might be necessary since he doesn't have modrights over this topic (unless it gets moved to an openEtG subforum)
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So I am planning to have an openEtg tournament. Thoughts about this? People interested at all? Anything unbalanced that should be dealt with before? Any special rules?
I am planning to have it "sandbox mode", so everyone will have access to every card. Should Nymphs/Shards be limited and/or banned? (If you say 'ban shard' that would mean they are unbalanced, which can be fixed)
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I will participate! But it will have to be after march 5th
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after clicking "git clone" , how do i use https://github.com/serprex/openEtG.git? it says invalid git.exe path when i put that url in the git.exe path. im trying to get openetg
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Are you following the readme instructions? It is pretty hard to set it up, find me in chat and I can help you.
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Working on missing card art! Feel free to use for whatever :D
Fire Spirit | Fire Spectre
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/firespirit_128x_zps68470ae6.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/firespectre_128x_zpsb25720fa.png)
Nova | Supernova
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/nova_128x_zpsf6741f78.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/supernova_128x_zpscc89feef.png)
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Working on this project without even making a forum account? Friggin' awesome
@Fippe: it would be cool if you post the updates you make, so people can see and test
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@Ravizant: Looking really great, adding it to the game now :D
@Chapuz: All new stuff are posted in the second post of this topic, but you are probably right I should make a new post about too.
So new cards in the past few days:
:fire
http://elementscommunity.org/forum/level-2-forge/lava-magma/
:time
http://elementscommunity.org/forum/level-2-forge/time-bomb-time-terror/ (Damage for unupped increased to 10, card and ability cost for upped increased to 2)
A store to buy Booster packs have been added!
It works like this: You choose an element and get 3 random cards from that element. Each card has a 3% chance of being a rare. Each pack costs 10 gold.
The packs, the amount of cards, the rare-chance and the price can be of course changed, so please come with feedback here!
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I am SO willing to come back home on March 6th and test EVERYTHING.
On a side note, I think that before a new shitload of cards (what is awesome) a little touch to the graphics would come good. Just a simple animation. At least a little square that goes from the hand to where the cards are placed when the players play cards would be good enough.
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@Chapuz -- I made an account specifically to post about it haha :) Long time Etg player, new forum user!
@Fippe94 -- Thanks! Have some more :D
Fungus | Toxic Fungus
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/fungus_128x_zps24900fb6.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/toxic_fungus_128x_zps584b9baf.png)
Spore | Toxic Spore
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/spore_128x_zps556605da.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/toxic_spore_128x_zps2b671524.png)
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I like your drawings quite a lot. +rep
@Fippe: i can see in a future closed tournaments entering with X packs. It would need some planification and I know it's far long for that, but I had to throw the idea
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Coming soon. Better looking icons (intended as art for the mark cards too)
(https://dl.dropboxusercontent.com/u/7229007/openetg/dark_improved.png)
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@Chapuz Thanks! :) I am having quite a lot of fun with this project so far.
Nightfall | Eclipse
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/nightfall_128x_zpsf784ed27.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/eclipse_128x_zps120c8e63.png)
Lightning | Thunderbolt
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/lightning_128x_zpsc939865f.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/thunderbolt_128x_zpsf4a9afcb.png)
Purify
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/purify_128x_zpsd763a308.png)
Feel free to switch these around or whatever if you think an image is more appropriate a upped card and such.
(For example with lightning/thunderbolt you might swap'em.. I don't mind at all!)
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Keep it up!
I like how quick it is and the additional cards.
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Working on missing card art! Feel free to use for whatever :D
Fire Spirit | Fire Spectre
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/firespirit_128x_zps68470ae6.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/firespectre_128x_zpsb25720fa.png)
Nova | Supernova
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/nova_128x_zpsf6741f78.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/supernova_128x_zpscc89feef.png)
Nice man
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[BUG]
Looks like AI is still able to use lobotomizer on my creatures while my cloak is still up.
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@Vangelios Thanks! The first ones feel a bit simple now that I've warmed up haha. :D
Last two for the night for me, I'll probably limit myself to posting them in larger batches in the future :) (less spam-like updates lol)
Was just excited to get going on it today/yesterday!
Phase Dragon
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/phase_dragon_128x_zps857e3cbc.png)
Ricochet
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/ricochet_128x_zpsff67fe0f.png)
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Dat dragon and Eclipse O.O
I see you base in EtG's art or the forum's proposed ones as a base for yours. If you ever have in your mind something different (see OEtG's forest spirit and dim shield from vrt) don't doubt about it and make it as you see them.
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couple questions
1. is there a way to sell cards?
2. how much will it cost to upgrade?
2b. how do you upgrade cards? do you click upgrade then select a card?
3. how do you arena? (what does the arena info button do? how do i get in arena? etc)
4. what does pillarify and cardify do?
its weird starting again... im trying to make an immo-fungus deck and its going well so far.
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Mark of Water
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_water.png)
Mark of Darkness
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_darkness.png)
Mark of Fire
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_fire.png)
Mark of Aether
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_aether.png)
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Packs should be at least 15 imo
@Daraxyl I pushed a bugfix last night. It'll be fixed when Fippe pulls
@d2d sorry transmutation is so weird. It works by setting up your deck as cards you want to get rid of. Pillarify will turn 6 cards into an upped pillar or pend of the deck mark. Cardify will turn 2 cards into a random card of the deck mark's element. Upgrade allows you to turn 6 of a card type into 1 upped. Note that ultrarares only require 1 to upgrade. Note that Fippe may very well remove a lot of that because I only implemented transmutation because I was too lazy to implement a bazaar or anything
As for arena, you should soon get an oracle card when you log in. At that point you can submit an arena deck through the editor's Arena button, which'll append 5 copies of your oracle card to the deck you submit. There are currently no rewards for an arena deck's success. Note that I'm unsure if this is bugged with new accounts
(wheee proof of concept features...)
Glad to see development continuing strongly. It's important openEtG is something ran by the community as a whole
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Since this will mean that everyone starts from scratch assuming that the game does not retrieve any information from Zanz's, I would say start with a trading and transmutation system. Since you mention packs, I assume that also means that nymphs will be achievable through them and not an Oracle. Just a few thoughts.
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Do you need the card backs? I'd be happy to make some :) What are the specifications? In the program it looks like 132x256?
More card art:
Cell | Malignant Cell | Photon | Black Hole
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/cell_128x_zps03fd713f.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/malignant_cell_128x_zps809c6fbe.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/photon_128x_zpsb145a392.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/black_hole_128x_zps0306ed72.png)
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hmm... ok... i think i understand. couple more questions
1. how do you use the pillarify/cardify? i spam the button, hoping for something to happen but nothing happens lol
2. when making an arena deck, does it just make a copy of your current deck without anything happening?
thats all, might have more later
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@Fippe: Wanna throw some labels and instructions the first time we click and hover the stuff?
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Notifications appear in the chat text input (middle text input that you aren't allowed to type into)
Which isn't to say that that's a long term solution
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@Ravizant: Some card backs would be great, the dimesnions are indeed 132*256 :)
@andretimpa Those marks look really great :o I assume they are meant for the Mark cards? Will you make smaller ones with transparent backgrounds for the actual player marks?
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I've starting messing about with openEtG, and have a few questions too.
1. How does one build an arena deck?
2. When and how can one save his current progress? I assume it saves based on the current account, not IP.
Also, I think it'll be nice if Booster Packs would be automatically be added into your pool without needing to click "take cards" each time.
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1. Click "Arena" when in deckbuilder, then you current deck + 5 of the oracle card will be submitted to arena
2. As long as you are logged in it should save everything you do.
Booster: I wanted a way to remove the cards from screen before buying new ones, looks better than to to have the new cards "on top", because that might be confusing. That was my logic at least, but it can of course be changed if there are more people who think it is better without.
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@andretimpa Those marks look really great :o I assume they are meant for the Mark cards? Will you make smaller ones with transparent backgrounds for the actual player marks?
Yes those are meant for the mark cards. I'll try make simpler smaller ones following a similar design for substituting the current elemental icons (I had meant the current ones to be stubs anyway). Also, I talked to some of the people playing OpenEtG and I think that maybe the costs in the cards would look better being just coloured circles (the current icons don't look good that small).
Darkness, Fire and Aether are good to go btw. I'll try redoing Water, since it's looking subpar to me close to the other ones. The other ones should appear in the next 2 weeks :)
Mark of Death
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_death.png)
Mark of Life
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_life2.png)
Mark of Chroma (done)
Mark of Gravity (brainstorming)
Mark of Light (concept done)
Mark of Earth (concept done)
Mark of Time (concept done)
Mark of Entropy (concept done)
Mark of Air (brainstorming)
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If you need any help with this, I am here. :)
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Help is always appreciated! What can you help with you think? If coding, you need to set it up on your computer, try reading the readme in the "source" link, if it is unclear (I think it is?), contact me in chat. The code is in javascript by the way.
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Update!!!
Global chat added!
Only works when logged in, type in the text area farthest down and press enter to send messages.
Trading added!
Type someones name in Challenge, and press Trade. When the other player have done the same you are transported to the trading form. The player who first initiated the trading first chooses a card, then click Trade. Then the other player sees that card, chooses an own card, and clicks Trade. Then both players click accept and you are transported back to the menu.
Since these features are new, they are likely not completely bug-free. Find me in chat, send me a pm, or simply post here if you find any problem.
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@andretimpa I love those marks :D !
I did card backs! If there is an issue with any of them being too bright/dark, or if there is anything else you'd prefer adjusted, don't hesitate to let me know :) More than happy to change them!
Other/Chroma
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/chroma_normal_zps7cf04070.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/chroma_upgraded_zps38bb9b53.png)
Darkness
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/darkness_normal_zps9c118152.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/darkness_upgraded_zpsad21b401.png)
More in spoiler because this is a lot of images :P Didn't want to stretch the forum too much haha
Aether
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/aether_normal_zps05d34085.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/aether_upgraded_zpse4e3ea40.png)
Air
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_normal_zps8997747c.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_upgraded_zps0f2bb656.png)
Death
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/death_normal_zps29d2d2bf.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/death_upgraded_zpsec519ce3.png)
Earth
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/earth_normal_zpsc813cf99.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/earth_upgraded_zpsfdd5e2b2.png)
Fire
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/fire_normal_zps15eb77cc.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/fire_upgraded_zpsa840d9da.png)
Entropy
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_normal_zps0b67a55e.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_upgraded_zps649ff5f4.png)
Gravity
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/gravity_normal_zpsd59f895f.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/gravity_upgraded_zpsd2748c86.png)
Life
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/life_normal_zps6c2e6a7d.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/life_upgraded_zps731b9938.png)
Light
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/light_normal_zpsf7503d19.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/light_upgraded_zps0e44d3a4.png)
Time
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/time_normal_zps9c0878d9.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/time_upgraded_zpsc7ea00af.png)
Water
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_normal_zps681ecb27.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_upgraded_zpsbe581999.png)
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hmm how many people have setup accounts on here and whats the deck building potential elements has hit stale i only play now to farm for events
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the problem with different cardbacks is we can see what element the card is. So if i see my enemy has 2 entropy 2 earth and other random stuff, i will guess he is playing a grabbow
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the problem with different cardbacks is we can see what element the card is. So if i see my enemy has 2 entropy 2 earth and other random stuff, i will guess he is playing a grabbow
I think those are the backgrounds for the front of the card, with the back side being the same for all cards.
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They are the 'backdrops' for the image, text and info :) Not the literal back of the card!
I guess card FRONT is the more appropriate word, but I was thinking "behind the images" lol. Sorry for the confusion!
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I guess I forgot to write it here, but card backs were implemented yesterday! Looks really good!
Also fun fact: There are currently 42 accounts on openEtG. Some(at least 4, but maybe more) are test accounts from me and serprex, though.
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Are there any other artists presently working on this? Just curious. I might try and nudge a friend into helping too ;)
Green Nymph
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/green_nymph_128x_zps14178810.png)
Thorn/Spine Carapace
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/thorn_carapace_128x_zpsee6322e9.png)
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@Ravizant:
1- I like your art so much!
2- You can see the art credits somewhere in a link on the right of OpenEtG
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So, this thing. Looks cool. Can I help? I'm just a pixel-ey artist.
Any brief summaries of this thread to help clarify things? I'm not quite sure I understand it.
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So, this thing. Looks cool. Can I help? I'm just a pixel-ey artist.
Any brief summaries of this thread to help clarify things? I'm not quite sure I understand it.
A simulation of EtG with an expanded card base, and different mechanics. Might possibly become a game of its own, if it comes down to it.
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just cos, ill make some FG decks (or whatever you want to call them)
Hover over cards for details, click for permalink
7ne 7ne 7ne 7ne 7n9 7n9 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t9 7t9 7t9 7tb 7tb 7ta 7ta 7ta 7td 7td 7td 7td 7t5 7t5 8pi
blanks are owls. mark of air (assuming x3 mark)
Hover over cards for details, click for permalink
7an 7an 7an 7an 7ap 7ap 7ap 7ap 7aj 7aj 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7h4 7h4 7h4 7h4 7h4 7gq 7gq 7gq 7h1 7h1 7h1 7gr 7gr 7gr 7gu 7gu 7gu 7gu 7gu 7gu 8pn
blanks are gift of oceanus
btw, GoO doesnt generate the quanta of the mark
Revised dark matter
Hover over cards for details, click for permalink
744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 74f 74f 74f 74f 74f 74f 745 745 745 745 745 7k9 7k9 7k9 7k9 7k9 7k9 7jv 7jv 7jv 7jv 7jv 7k7 7k7 7k7 7k1 8pq
+6 sabbath, +3 monk
so tempted to call it black sabbath lol
Hover over cards for details, click for permalink
6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ve 6ve 6ve 6ve 6ve 6ve 6u2 6u2 6u2 6u2 6u2 6u2 6u1 6u1 6u1 6u1 6u1 6u1 6ud 6ud 6ud 6ud 6u7 6u7 6u7 6u7 7th 7th 7tj 7tj 7tj 7ta 7ta 8pt
+4 ricochet, +3 shadling
Hover over cards for details, click for permalink
718 718 718 718 718 718 71a 71a 71a 71a 71a 7n2 7n2 7n2 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7qf 7qf 7qf 7q5 7q5 7q5 7q5 7q5 7q5 7qg 7qg 7qg 7qg 8pk
+3 neurotoxin +4 time barrier
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(http://i.imgur.com/QnuisKb.png)
Metamorphosis just doesn't work for me. I click on the card, but I can't target anything.
I just noticed I don't get any cards when buying boosters actually. :(
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Omitting line info in screenshot. wp
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Omitting line info in screenshot. wp
I'll just do another screenshot then, stupid me...
(http://imgur.com/zodafGq.png)
Last 2 lines for clicking twice
(http://imgur.com/WPsCOiM.png)
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I will not be home until sunday, so cannot fix it right now. Will look at it as soon as I can either on sunday or monday.
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Filters not existing & randomcard returning undefined imply an annoying Firefox cache issue I've run into in the past with downloading csv data. Hard refreshing might work, hard to say
PS I've gotten a couple share requests on openEtG card db. Share rights to card db are tied with push rights to etg.dek.im. Create a copy of the spreadsheet if you're developing, then point Fippe to it when you have a pull request
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I've submitted an arena deck successfully using the Arena button in Editor. But Arena Info says I don't have an arena deck and my name isn't on the Top 10. Halp?
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Just so you know serprex, last i checked the doc was not even viewable without permission either,you might want to make that public.
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Really? Nothing on my FG ideas? I feel my ideas wasted...
Still, after playing it for a while now, open etg is a great idea. One criticism, I have more shards than rare weps. Would it be possible to make shards slightly rarer than weps?
EDIT: new FG
Hover over cards for details, click for permalink
7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7bu 7bu 7bu 7bu 7bu 7bu 7ae 7ae 7ae 7ae 7ae 7ae 7al 7am 7am 7am 7as 7as 7as 7as 80d 80d 80d 80d 80i 80i 80i 8pu
+4 druids
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@d2d prebuilt AI would be useful, but short on time today & crashes always take precedence
Fippe mentioned making rares more varied; as in, more than common,rare,ultrarare. With the addition of booster packs, rarity can be applied to shard droprate vs weapon droprate & then remove winning a card after matchs
I've pushed a fix hopefully wrt arena submission. Really have to apologize to Fippe for dropping thousands of buggy lines of code on him
I've also made the card db visibility public since it wasn't before because I'm dumb
tl;dr remove winning cards after games now that packs exist
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Winning cards MUST be there. It is a considerable rewards besides the little electrum you get
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Winning cards MUST be there. It is a considerable rewards besides the little electrum you get
ya know how when you win, a random card pops up on screen? yeah, you just won that ^^
EDIT: new FG
Hover over cards for details, click for permalink
7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7bu 7bu 7bu 7bu 7bu 7am 7am 7am 7dm 7dm 7dn 7dn 7do 7do 7n0 7n6 7n6 7n6 7n6 7n3 7n3 7n3 7n3 7n3 7n3 7nb 7n9 7n9 7n9 8pr
+1 Gryphon
Hover over cards for details, click for permalink
7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7e0 7e0 7e0 7e0 7e0 7e0 7dv 7dv 7dv 7dv 7dv 7dv 7n2 7n2 7n2 7n2 7qb 7qb 7qb 7th 7th 7th 7th 7tb 7tb 7tb 7tb 7tb 7tb 7ta 7ta 8pt
+6 burn card, +6 tempering
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Regarding the the board background (currently solid blue) what are the various screens for that? Dimensions of each player's field? If you give me the specifics I can make us a more visually pleasing backdrop to play on :D Might also help with identifying more of the playing field, since right now it can be a little confusing when you first start.
More card art:
Liquid Shadow
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/liquidshadow_128x_zps252530e8.png)
Blue Mage
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/bluemage_128x_zps3017b9fa.png)
Chaos Seed
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/seedofchaos_128x_zps50710c9d.png)
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in PvP, it randomly changes someones marks to chroma... any idea why?
FG
Hover over cards for details, click for permalink
710 710 710 710 710 710 710 710 710 710 710 710 710 710 72i 72i 72i 72i 71l 71l 71l 71l 717 717 717 71b 71b 71b 711 711 7t7 7t7 7t7 7t7 7t7 7t7 7t9 7t9 7t9 7ti 7ti 7ti 7ti 7ta 7ta 8pt
+4 tomb
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@Ravizant
Is there a way to print the screen in MS Paint, cut the OEtG screen in a new .jpg amd check the dimentions? I don't have a computer right now butI would do it if I were at home.
Awesome art btw, as always. Do you make it in that size or the original ones are bigger and we see them reduced?
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in PvP, it randomly changes someones marks to chroma... any idea why?
FG
Hover over cards for details, click for permalink
710 710 710 710 710 710 710 710 710 710 710 710 710 710 72i 72i 72i 72i 71l 71l 71l 71l 717 717 717 71b 71b 71b 711 711 7t7 7t7 7t7 7t7 7t7 7t7 7t9 7t9 7t9 7ti 7ti 7ti 7ti 7ta 7ta 8pt
+4 tomb
Maybe they use metamorphosis?
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@d2d prebuilt AI would be useful, but short on time today & crashes always take precedence
Fippe mentioned making rares more varied; as in, more than common,rare,ultrarare. With the addition of booster packs, rarity can be applied to shard droprate vs weapon droprate & then remove winning a card after matchs
I've pushed a fix hopefully wrt arena submission. Really have to apologize to Fippe for dropping thousands of buggy lines of code on him
I've also made the card db visibility public since it wasn't before because I'm dumb
tl;dr remove winning cards after games now that packs exist
Did you fix the booster bug? If yes, which file did you modify? I must be blind, but I can't find the random card function...
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I did not fix the booster issue. I was unable to reproduce, implying that it's a problem unique to you. randomcards is defined in etg.js, & returns undefined if the filter returns no cards. This implies that your Cards datastructure is empty because otherwise it wouldn't return undefined
Except then Editor would be messed up too, so hard to say. Also random AI uses randomcard, so that shouldn't work either. Hard to say
I think I've figured out a way in which it'll happen: you won a rare, but element was Chroma. There are no rare chroma cards. Easiest fix is for Fippe to create some rare chroma cards
Except your screenshot has element as Entropy, so that shouldn't be the case. & it doesn't explain filter issues you had. randomcard uses filtercards, so I'm still leaning towards my previous statement of an empty structure (except that it isn't Cards that's empty, but TargetFilters somewhat)
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I did not fix the booster issue. I was unable to reproduce, implying that it's a problem unique to you. randomcards is defined in etg.js, & returns undefined if the filter returns no cards. This implies that your Cards datastructure is empty because otherwise it wouldn't return undefined
Except then Editor would be messed up too, so hard to say. Also random AI uses randomcard, so that shouldn't work either. Hard to say
I think I've figured out a way in which it'll happen: you won a rare, but element was Chroma. There are no rare chroma cards. Easiest fix is for Fippe to create some rare chroma cards
Except your screenshot has element as Entropy, so that shouldn't be the case. & it doesn't explain filter issues you had. randomcard uses filtercards, so I'm still leaning towards my previous statement of an empty structure (except that it isn't Cards that's empty, but TargetFilters somewhat)
(http://imgur.com/HOEG8ry.png)
Do I have to have all the sheets into a single excel file? Or maybe I did something else wrong. Cardify works though.
EDIT: It seems like I'm losing cards as well...I had an eternity in my deck, played a few matches with it after I won it, I logged out and now when I logged back in it's nowhere to be found.
EDIT2: var NymphList = [undefined, undefined,
"500", "6ug",
"534", "71k",
"568", "74o",
"59c", "77s",
"5cg", "7b0",
"5fk", "7e4",
"5io", "7h8",
"5ls", "7kc",
"5p0", "7ng",
"5s4", "7qk",
"5v8", "7to",
"62c", "80s"];
Maybe I won a chroma nymph when I bought a chroma pack and now it's stuck with the "undefined" code?
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Having a trading systen means OEtG will need A LOT of rare cards. This means that new AIs will have to be carefully designed to make them quite hard yet not too hard to get them, just like the current rares.
Just a thought. I love it.
Also, is there a way to add Dual Shield | Dual Buckler Buckler to OEtG? I know it would need some hard coding, but the amount of new stuff that can be done with that little card is indeed amazing.
http://elementscommunity.org/forum/level-3-armory/dual-shield-dual-buckler/
I would make it cheaper until it's empirically proven OP.
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@ian I don't know your openEtG username. If I knew that, I could try check/fix your deck/pool data. NB NymphList isn't at fault here, since packs can't get Nymphs & use randomcard selecting Nymphs goes by rare==2&&!pillar rather than using NymphList. Still, previously mentioned is that there aren't any rare chroma cards period
For now others shouldn't buying Chroma packs pushed fix to server (I'd usually not be pushing fixes & such now that Fippe's taken over, but since's he's away today I'm covering)
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@ian I don't know your openEtG username. If I knew that, I could try check/fix your deck/pool data. NB NymphList isn't at fault here, since packs can't get Nymphs & use randomcard selecting Nymphs goes by rare==2&&!pillar rather than using NymphList. Still, previously mentioned is that there aren't any rare chroma cards period
For now others shouldn't buying Chroma packs
My username in openEtG is iancudorinmarian.
And another thing: living weapone (reverse flying weapon) doesn't work if you already have a weapon. I guess that's intended so you don't replace opponent's super mega fahrenheit with a photon?
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@ian
Yes, living weapon has different nitpicks than the one posted in CIA. It can't replace an already existing weapon (it's in the OP)
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Living Weapon can't replace your opponent's weapon because otherwise Living Weapon chains are instant kill combos
ian, you're playing on your own server? In that case issue is in your own db. Probably best to open redis-cli and "del U:iancudorinmarian" to cleanse the erroneous data since personal DBs are only useful for testing changes you're making
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Living Weapon can't replace your opponent's weapon because otherwise Living Weapon chains are instant kill combos
ian, you're playing on your own server? In that case issue is in your own db. Probably best to open redis-cli and "del U:iancudorinmarian" to cleanse the erroneous data since personal DBs are only useful for testing changes you're making
Ok, I'll try it tommorow and I'll tell you if it works.I installed the game on my computer and fippe gave me a link that looks like an IP after Ifiniahed installing. Which one is the original link?
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Any server has its own DB. etg.dek.im's redis server isn't exposed to the internet
127.0.0.1:13602 is your own computer, port 13602. WebFaction redirects etg.dek.im:80 (the implicit HTTP port) to 13602 for the server because it's hosted on a shared server. Instead of having a clean way to specify a port for websockets I leaked that information into the source
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@Chapuz I draw them at 500x500 and just post the reduced images.
Working on eyeballing the dimensions of things within the canvas.
Any thoughts on what you might like to see here? Should it be kept simple? Should be it be a generic background or something more specific painted in? Should I use colors or try and keep it monochrome? let me know!
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/dimensions_zps71da3c38.png)
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Any server has its own DB. etg.dek.im's redis server isn't exposed to the internet
127.0.0.1:13602 is your own computer, port 13602. WebFaction redirects etg.dek.im:80 (the implicit HTTP port) to 13602 for the server because it's hosted on a shared server. Instead of having a clean way to specify a port for websockets I leaked that information into the source
Umm, yeah, I found the Redix Cli thing, but I have no idea where to put the "del U:iancudorinmarian". I deleted the account from the site, but I don't think that helps. Plus, I etg.dek.im doesn't work for me. It's just a blue screen, I made a new account and it says "choose your element" and there is no mark or anything...I get this error right after opening the site:
Uncaught TypeError: Cannot call method 'appendChild' of undefined (index):249
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[BUG]
I used a Fallen Druid to mutate a creature into a 9/5 Mummy with :death :death Guard. When I used guard on enemy creatures it killed them (two horned frogs and a scorpion.)
[/BUG]
Keep up the work. I'm enjoying this version quiet a bit, especially the booster packs. (I wish there was some way to see which cards were uncommon/rare/super crazy rare.
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Guard deals damage to target non-airborne creature equal to the guarding creature's attack. Same in normal EtG.
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Hehe, guess I've never noticed. Thanks
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Mark of Life
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_life2.png)
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Back home.
@d2d FG decks looks cool, will add them later.
@Chapuz about Dual Sheld: adding that will require a rewrite of lots of shield-related code. I might very well do it later, but right now I don't want to focus on that for one card.
@Ravizant You could make the background similar to Elements if you want, but I don't really know what looks best. The current layout of stuff might not be the best either, so if you want to move stufff around a bit I could change the layout to fit your background. Pretty generic and not many details or too complex will probably be best.
For any bug reports, I do not know how much serprex patches fixed, so contact me again if there are problems.
Will make shards a bit more rare than weapons.
Should I remove the card winning, and maybe change the booster packs a bit and/or increase the money reward?
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I would say always win a random card your opponent had in his deck (with the pretty label explaying it) including pillars and pends. As the winning reward on average will increase, set the booster packs' cost to an average of 2.5 won games per pack. Someone else please say an estimated average electrum gain per card sold.
Nymphs and other ultra rare cards the game might have in a future may be removed from the winning options (I never liked the relic system).
If a deck has 100% nymphs, just nothing is won.
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(http://imgur.com/5kFoNwW.png)
Help please.
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Could not reproduce, and those line numbers seem odd to me. Also, the booster packs do not currently work on local copies of the game, will fix soon. Come to chat and I could try help you.
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Also, for the artists here: I need small symbols on the cards to show rarity. There is Common, Uncommon, Rare, Very Rare, Ultra Rare (names subject to change). The colors are right now: Black->White->Gold->Orange->Purple, but can also be changed to whatever works good. Colored circles work fine, but if you can make them a bit shiny too or something would be nice. Or possibly make an update for the cardbacks to make a "space" for rarity, I don't really know. I was thinking something similar to how these look: http://hearthstone.gamepedia.com/Rarity
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Also, for the artists here: I need small symbols on the cards to show rarity. There is Common, Uncommon, Rare, Very Rare, Ultra Rare (names subject to change). The colors are right now: Black->White->Gold->Orange->Purple, but can also be changed to whatever works good. Colored circles work fine, but if you can make them a bit shiny too or something would be nice. Or possibly make an update for the cardbacks to make a "space" for rarity, I don't really know. I was thinking something similar to how these look: http://hearthstone.gamepedia.com/Rarity
Maybe make the symbol design more elaborate as the rarity increases too.
(https://dl.dropboxusercontent.com/u/7229007/openetg/rarity_Example.png)
Also Mark of Life needs to be resized. It is taking the whole card space right now.
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@Fippe
About the starter decks, please take a look at this little thread I made long ago. Cheers
http://elementscommunity.org/forum/game-suggestions-and-feedback/improve-the-starter-decks/
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Rarities added to every card. They are represented with a colored circle at the bottom of the card. Currently 5 (6) rarities:
(No Rarity (Unfilled circle): Pillars and Pendulums)
Common (White): Most cards.
Uncommon (Black): Dragons + a few others.
Rare (Yellow): Non-shard rares.
Very Rare (Orange): Shards.
Ultra Rare (Purple): Nymphs and Marks.
The rarities of the common and uncommon will change a lot, making a lot more cards uncommon than now.
For some reason the rarities of all cards does not work 100%, some non-pillars show up as No Rarity, working on a fix right now. All rarities should be correct now.
The booster packs will be modified, right now it's still 3 cards, and a 30% chance of being uncommon and 2% chance of being rare.
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I like the rarity system pretty much.
I propose Time Bomb and Time Terror being different cards, each one with their upped and unupped versions. Unupped Time Terror dealing damage to every creature, not only the opponent ones. Time bomb is so cool, it needs a good upped version maintaining it's shape! Also (I don't know if it already is) Tick ability from bomb and terror shouldn't be passive, so they are mitosable (lobotomizable) and self-killing bombs should trigger death effects.
Finally, is implementable by the AI Poison and Neurotoxin being able to target creatures?
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about Time Terror vs Time Bomb: That sounds interesting. How should time bomb be unupped you think? More damage?
I don't quite understand what the poison/nuerotoxin question? You mean changing them so it can target creatures too? might be an interesting buff I guess.
Modified the booster packs:
10 cards: 6 Commons, 3 Uncommons, 1 Rare. The Rare has a 20% of being a shard.
4 Different kind of boosters:
Rainbow (contains every element)
Fire/Water/Earth/Air
Gravity/Time/Entropy/Aether
Darkness/Light/Life/Death
Costs 20 gold now
Any thoughts about wining a card and/or prices of packs and/or rewards of winning? It's is likely not balanced now, and I can't do it myself!
Also,need suggestions about which cards to make Uncommon/Rare
Removed the Cardify transmution. No longer needed when the booster packs exist. Upgrade and Pillarify still exist, might need rebalancing?
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Rarity philosophy:
Commons are the cards the players will be introduced with. They are most of the cards of each element.
Uncommons are cards that newer players will want to have because they 'look better' or particulary cool or offer something that commons don't. For example Dragons, Lava Golem, Phoenix, all Alchemy cards, FFQ, Golden Hourglass, Dim Shield, EQ (I may make a full list of the ones I think should be, when I get a computer in 1-2 days)
Rares are cards that can be a good addition in a deck without being a core card, i.e. Miracle and artic squid as they already are.
Ultra rares are... that. Harder to get. Shards are good URs to start.
Legendaries are just ultra cool not farmable cards. You get them in Tournaments and Oracle (or other new ways in a future)
Cards price philosophy:
Each rarity of cards has a different selling price range. So (for example) common cards are sold between 10 and 25 electrum each and uncommons between 30 and 60. This way, players will have in their mind 'on average, uncommons can be sold 2.5 times the comons are'. Of course this numbers I just said can be altered, but you get the point. Same with the rares and URs.
Booster pack philosophy:
We want the players to get a lot of commons when just starting, and when they feel they have something decent they will go for uncommons and rares. So I think the pack method used in BattleCry (search it in Kong) is optimal (for everything I say about the packs, it will be for each of your 3 element-sorted idea):
Bronze pack: lots of commons. 12 is a good number.Cost: about 4 won games againt AI3.
Silver pack: some commons and a couple of uncommons. 5 and 3 sounds good to start (atention: balance the quantity with the price philosophy!) Price: pretty much the same as the bronze packs. Same price, less cards but hey you start getting uncommons!
Gold pack: 6 uncommons and 1 rare. Price: balance the average with the cost philosophy.
Platinum pack: 3 uncommoms, 3 rares, 20% chance one of them being ultra rare. Price: expensive, to analize later
@Fippe:
I think the Time Bomb buff when upgrading should be on it's cost, not in the damage.
And yes, the Poison buff at targetting creatures is the one I just suggested in GS&F, and all the feedback I got was 'the AI is too dumb to use it well'.
I wrote all this in my phone, I feel awesome x)
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daww i liked cardify nice way to get rid of excess cards to get something else booster cost has been raised so therefore electrum won should increase especially if winning cards after games is removed.
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daww i liked cardify nice way to get rid of excess cards to get something else booster cost has been raised so therefore electrum won should increase especially if winning cards after games is removed.
The way to get rid of the excess of cards is now selling and buying packs. Don't worry about the costs and rewards, everything will be balanced in the end. There is an easy way to make all balanced with the card gained after the games. It is an important feature and I will get into exact numbers and maths when I get home in 1-2 days. Meanwhile, please post your thoughts about my previous post. And please, use periods and comas!
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daww i liked cardify nice way to get rid of excess cards to get something else booster cost has been raised so therefore electrum won should increase especially if winning cards after games is removed.
The way to get rid of the excess of cards is now selling and buying packs. Don't worry about the costs and rewards, everything will be balanced in the end. There is an easy way to make all balanced with the card gained after the games. It is an important feature and I will get into exact numbers and maths when I get home in 1-2 days. Meanwhile, please post your thoughts about my previous post. And please, use periods and comas!
If now we need to keep selling things we have, to get new things at random, I have 2 suggestions. A bazaar for the common cards (so noobs can focus how to burn cash and get a functioning deck, seems less frustrating than the bronze pack to me) and a button to sell all excess cards (because clicking buttons a bunch of times is not fun if you are hunting for a rare).
btw, Mark of Chroma
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_chroma.png)
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@Chapuz about boosters. Honestly I am not sure we need any more kinds of booster pack right now. There simply isn't enough cards. I'd be willing to increase the number of boosters later on, but right now it feels unecessary. Also, I realize you apparently don't have access to a computer yet, but you should come to chat, I usually discuss stuff like this with some people there for extra feedback :).
@Poison: Well I could code the AI to just use the poison at a player every time, since it is pretty hard to judge when to use it against creatures. In most cases it is not really worth it (A plague would probably be more effective).
@adretimpa: Will probably not implement a bazzaar at all, not even for commons. Use the trade system :P
Not sure what you mean with excess cards, how do you define "excess cards"? Remember that you upgrade cards by cenoverting 6 of them to 1 upgraded version, so getting 6 upped and 6 unupped would require 42 copies.
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@Chapuz about boosters. Honestly I am not sure we need any more kinds of booster pack right now. There simply isn't enough cards. I'd be willing to increase the number of boosters later on, but right now it feels unecessary. Also, I realize you apparently don't have access to a computer yet, but you should come to chat, I usually discuss stuff like this with some people there for extra feedback :).
@Poison: Well I could code the AI to just use the poison at a player every time, since it is pretty hard to judge when to use it against creatures. In most cases it is not really worth it (A plague would probably be more effective).
@adretimpa: Will probably not implement a bazzaar at all, not even for commons. Use the trade system :P
Not sure what you mean with excess cards, how do you define "excess cards"? Remember that you upgrade cards by cenoverting 6 of them to 1 upgraded version, so getting 6 upped and 6 unupped would require 42 copies.
The conversion and selling after you have 6 unnuped and 6 upped could be automated then, leaving quanta generators untouched, ofc. (I haven't made an account so I have no idea how this part is working). Also, is the trade system between players?
Not even a bazaar for pillars? Harsh :P
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Pillars are already free and unlimited. Right now I haven't even added selling cards, so yeah... :P
And yes, the trading system is between players.
Trading system updated: You can only trade cards of the same rarity, you can not trade pillars or pendulums, you can cancel the trade.
You also can no longer trade your starting decks, but that only works for new accounts. Any accounts created before this update can still do that. Should I delete/reset all accounts? Will anyone hate me for that?
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You also can no longer trade your starting decks, but that only works for new accounts. Any accounts created before this update can still do that. Should I delete/reset all accounts? Will anyone hate me for that?
I'll hate you for that my deck just started getting reliable :P
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Does this mean trade is fixed? I remember before with multiple people, trade didn't work. I chose my cards then it just stayed on that screen until we refreshed
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It should work, yes. Also, if you find that anything doesn't work, don't hesitate to find me in chat or send me a pm as soon as you can, I can't fix anything if I don't know about it.
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Should I delete/reset all accounts? Will anyone hate me for that?
Yeah, I probably would too. :) I don't want to lose my upgraded cards or shards.
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Even if I don't do it now, I will do it eventually. Since I will change the rarities around a lot, I don't want people to end up with a lot of rares that were easy to get earlier. After all, this game is a work of progress, so you have to expect some resets.
New card added! http://elementscommunity.org/forum/card-ideas-and-art/chaos-shield-chaos-buckler-53949/
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Well, if there's a method to do so easily, you could just reset all cards, and refund the currency used to buy packs.
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Well, if there's a method to do so easily, you could just reset all cards, and refund the currency used to buy packs.
I don't think there is a history of how many/which packs a player bought though.
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After all, this game is a work of progress, so you have to expect some resets.
This is suposed to happen. The community is testing the game, not making their big accounts (until beta is over after alpha is over).
Rarity philosophy:
Commons are the cards the players will be introduced with. They are most of the cards of each element.
Uncommons are cards that newer players will want to have because they 'look better' or particulary cool or offer something that commons don't. For example Dragons, Lava Golem, Phoenix, all Alchemy cards, FFQ, Golden Hourglass, Dim Shield, EQ (I may make a full list of the ones I think should be, when I get a computer in 1-2 days)
Rares are cards that can be a good addition in a deck without being a core card, i.e. Miracle and artic squid as they already are.
Ultra rares are... that. Harder to get. Shards are good URs to start.
Legendaries are just ultra cool not farmable cards. You get them in Tournaments and Oracle (or other new ways in a future)
Cards price philosophy:
Each rarity of cards has a different selling price range. So (for example) common cards are sold between 10 and 25 electrum each and uncommons between 30 and 60. This way, players will have in their mind 'on average, uncommons can be sold 2.5 times the comons are'. Of course this numbers I just said can be altered, but you get the point. Same with the rares and URs.
Booster pack philosophy:
We want the players to get a lot of commons when just starting, and when they feel they have something decent they will go for uncommons and rares. So I think the pack method used in BattleCry (search it in Kong) is optimal (for everything I say about the packs, it will be for each of your 3 element-sorted idea):
Bronze pack: lots of commons. 12 is a good number.Cost: about 4 won games againt AI3.
Silver pack: some commons and a couple of uncommons. 5 and 3 sounds good to start (atention: balance the quantity with the price philosophy!) Price: pretty much the same as the bronze packs. Same price, less cards but hey you start getting uncommons!
Gold pack: 6 uncommons and 1 rare. Price: balance the average with the cost philosophy.
Platinum pack: 3 uncommoms, 3 rares, 20% chance one of them being ultra rare. Price: expensive, to analize later
I wrote all this in my phone, I feel awesome x)
@Chapuz about boosters. Honestly I am not sure we need any more kinds of booster pack right now. There simply isn't enough cards. I'd be willing to increase the number of boosters later on, but right now it feels unecessary. Also, I realize you apparently don't have access to a computer yet, but you should come to chat, I usually discuss stuff like this with some people for extra feedback
I based my post of above in a really good game called BattleCry of Berserk Studios (it's in kong). The amount of cards is pretty close in both games and the booster pack system was a great success. Please (everyone) spend a couple of hours in that game and make some feedback about it.
@Fippe: you might also want to consider -in a future- some Banners and Ladder like that game has. They are something that keeps people playing and playing.
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Account resets should not be necessary unless a bug corrupts everything. Implementing ideas conservatively (ie introducing packs at an overpriced rate) fosters early leads not being handed out. If shards were greatly over produced, then filter shards out. But don't completely reset card pools
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Ok, I will not reset accounts completely, but I will remove all shards from all accounts because they have been easier to achieve before this.
I will also increase the pack prize to 30 for now, but that will likely decrease later.
This will happen within an hour or two tomorrow, and the game will be down shortly while this happens. Shards (hopefully) all removed. Sorry... :P
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Love this thread, the idea, the developer, the awesome arts posted. Love all of you.
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If we save Zanz some of the effort of writing a better AI, new cards, or other things, then all the better.
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I started drawing something for this, could be either graviton defender or iridium warden
(http://i.imgur.com/qkLl0Fo.jpg)
If anyone wants to finish it, feel free to. I have had a blank and have no idea how to finish it lol
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what's the formula for gaining gold in AI 1 and 2? Winning 3 gold in AI2 is depressing xD
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I'm not too sure, but I know for certain you get 30 :electrum in both Arena and AI2 for an EM. :P
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@d2d Looks like Iridium Warden. Defender needs to give off an impression of hitting back
Gold gained is a linear scaling of one's hp/maxhp. 5 for AI1, 20 for AI2/arena. Minus 0 for AI1, 10 for AI2/arena
I suck & didn't consider maxhp. So formula needs fixing to allow for 500hp EM silliness
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AI1 renamed to Commoner, AI2 renamed to Champion and a new level added: Demigod! All Demigod decks are made by dawn to dusk. They have triple mark and double deck (not double draw though, maybe I'll add that later).
Also added an info text about all items in the menu, just mouse over the options to see it.
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I saw AI1 using Shards, maybe? Not so commoner if it does!
Also, please, feature to see all your cards at once and not having to check element by element?
Also, please (x2) put the game's documentation somewhere readable (like the different AI decks)
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True. Should I remove all rares from Commoner or just shards?
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True. Should I remove all rares from Commoner or just shards?
I'd say all rares, so it's used to get a decent amount of uncommons.
EDIT: has deathstakler been changed?
EDIT 2: Mind Flayer on the field says 5|2 instead of 2|2. and deals 5 damage. And it costs 2 :water.
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AIs changed: Commoner has no rares at all, new level Mage between Commoner and Champion, has rares but no shards, Champion made a bit harder and can have all cards excet ultrarares.
What is odd with deathstalker? And I don't see any 5|2 mind flayer, you sure it wasn't buffed? Deals 2 damage for me.
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2 new cards added:
http://elementscommunity.org/forum/level-3-armory/alpha-wolf-alpha-wolf/
http://elementscommunity.org/forum/level-3-armory/unstable-shapeshifter-deranged-shapeshifter/
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please fix the ai's use of AW and blitz. the ai feels a need to play them when there isnt anything on the field to play it on. i find it completely useless and severely injures the tempered dagger demigod
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Should hopefully be fixed now. Now AI doesn't use FW unless it has a weapon, has another weapon on hand, and can afford that weapon.
It doesn't play Skyblitz unless it has at least 5 airborne creatures on the field.
If you think the conditions should be different, just tell me a good reason for it.
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Should hopefully be fixed now. Now AI doesn't use FW unless it has a weapon, has another weapon on hand, and can afford that weapon.
It doesn't play Skyblitz unless it has at least 5 airborne creatures on the field.
If you think the conditions should be different, just tell me a good reason for it.
Change the AW condition only to when it has a weapon played. It can make faster buffed weapons decks like Saders.
Add a Blitz condition: when it can kill the opponent in 2 turns, a.k.a. Blitz user's current damage is higher than 1/3 of the oppo's current HP. You don't want the AI to save a blitz if it can finish the opponent sooner, it can change games.
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For the first one, a lot of creature buff cards can already be played on weapons in openEtG, so I am not sure it is needed.
The second, why not just check if it can kill this turn?
And also, I want people to test the experimental AI more, in most cases it is already better, and tell me if you find any weird thing that AI does.
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openEtG doesnt seem to work for me. i open it and rather than the options of playing, it shows the background as the whole screen (with the chat, deck, so on still on it).
please fix
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openEtG doesnt seem to work for me. i open it and rather than the options of playing, it shows the background as the whole screen (with the chat, deck, so on still on it).
please fix
That happens to me when I open it on my phone (it doesn't like the Canvas that much). What Browser are you using?
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With Chrome, it currently only displays a blank blue screen where the normal buttons are, whether I'm logged in or not too.
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openEtG doesnt seem to work for me. i open it and rather than the options of playing, it shows the background as the whole screen (with the chat, deck, so on still on it).
please fix
That happens to me when I open it on my phone (it doesn't like the Canvas that much). What Browser are you using?
I use chrome like terran
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openEtG doesnt seem to work for me. i open it and rather than the options of playing, it shows the background as the whole screen (with the chat, deck, so on still on it).
please fix
That happens to me when I open it on my phone (it doesn't like the Canvas that much). What Browser are you using?
I use chrome like terran
Weird, I use Crome in Mac and yesterday it was working fine
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openEtG doesnt seem to work for me. i open it and rather than the options of playing, it shows the background as the whole screen (with the chat, deck, so on still on it).
please fix
That happens to me when I open it on my phone (it doesn't like the Canvas that much). What Browser are you using?
I use chrome like terran
Weird, I use Crome in Mac and yesterday it was working fine
It was working fine yesterday for me to. Maybe something to do with the FW ai buff?
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Fixed.
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With Chrome, it currently only displays a blank blue screen where the normal buttons are, whether I'm logged in or not too.
That's exactly my problem as well, and it seems it just doesn't work whatever I do.
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Titan (needs resizing)
(https://dl.dropboxusercontent.com/u/7229007/openetg/titan.png)
the background is a bit lame but I run out of ideas.
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Hover over cards for details, click for permalink
778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77g 77g 77g 77g 77g 77g 77q 77q 77h 77h 77h 77h 77h 77b 77b 77b 7q4 7q4 7q4 7ql 7ql 7ql 7ql 7ql 7q3 7q3 8ps
+2 tunneling, +5 time terror
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Are all the new cards listed on the first 2 posts? Also please post the current non- randomized AI decks
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All new cards are in the first 2 posts, yes. And now I added all Demigod decks too.
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There doesn't seem to be a way of getting rid of extra upgrades. Maybe there could be a transmute option for turning them into 4 random unupgraded cards of the same element or something.
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When I make an unstable shapeshifter into a living weapon the mimic skill no longer works-- is this intentional?
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Just curious, are the DGs hard enough? It's impossible to test them properly with the new cards, just wondering if I should mod them.
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Just curious, are the DGs hard enough? It's impossible to test them properly with the new cards, just wondering if I should mod them.
I will test them this days.
@Fippe: what about a battle log frature? It doesn't have to be 'readable', just a log code (generated turn by turn) to paste somewhere in the game and it shows us a battle screen with 3 buttons: previous action, next action and back to menu. Oh and a label indicating who is playing. Is it viable? (An action is a card played). Recreating the games can be an interesting feature
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So far I don't see any deck that can be used to dominate all of the Demis, they seem to be diverse enough for that. The combos used in these decks are quite fun to play against too.
Oh, and I checked out the booster deck idea in BattleCry that was mentioned by Chapuz earlier, and it does seem to be quite a nice way of sorting cards.
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A complete log isn't too easy because I didn't make player actions go through a single function. AI/pvp could be output tho since everything goes through cmds.endturn & cmds.cast (https://github.com/Fippe94/openEtG/blob/c56bd6201019960b25b47de08181b6113addde13/ui.main.js#L2135)
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Down the bottom, above the chat bar is another bar. This tells who you are fighting. DGs haven't got names yet though...
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Added Private chat: Type "/w user message" where user is the username you want to talk to. Any private messages will show up as blue in the chat box. Messages such as "Fippe94 wants to trade with you." will show up as red.
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I seem to have "NaN" money? Changed to that when I played against the commoner after logging in.
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I seem to have "NaN" money? Changed to that when I played against the commoner after logging in.
Related to not a number health?
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That bug should be fixed now. From what I could see it should disappear when logging out and not remain on the account, if you still have NaN gold an it doesn't get fixed, contact me.
Also, small update:
Unupped Repulsor now stacks with upped and vice versa (Which it should have done from the beginning :P)
Repulsor and Unstable Shapeshifter have had their cost increased by 1.
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I can't upgrade cards. Maybe I'm doing it wrong:
1- Click on 'Upgrade' in the Editor
2- Type 'trans' in the Challenge bar
3- Click on the card I want to upgrade *that card goes into my deck*
Also, after typing something in the challenge bar I can't 'select' again the canvas, so when I press the spacebar to end my turn it types a space in the challenge bar (same happens with all the writing bars)
Another thing, why is there still a 'Cancel' button above the 'End turn' one when I'm not selecting anything?
Aaaaand when I start the game it always says 'Your Turn' under 'Accept Hand'. Sometimes when I press 'Accept Hand' the AI automatically plays
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I can't upgrade cards. Maybe I'm doing it wrong:
1- Click on 'Upgrade' in the Editor
2- Type 'trans' in the Challenge bar
3- Click on the card I want to upgrade *that card goes into my deck*
Also, after typing something in the challenge bar I can't 'select' again the canvas, so when I press the spacebar to end my turn it types a space in the challenge bar (same happens with all the writing bars)
Another thing, why is there still a 'Cancel' button above the 'End turn' one when I'm not selecting anything?
Upgrading cards 101
1. Clear your deck and put 6 of the same card into your deck.
2. Type 'trans' into challenge.
3. Click upgrade
4. Press import to get your old deck back
You can do this multiple times at the same time. Say you put 6 of 1 card and 6 of another into it and clicked upgrade, you would get 1 up of card A and 1 up of card B
With the canvas selection thing, click the middle bar that tells you everything. It is essentially, clicking the canvas.
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For the canvas stuff, you can also click on an empty spot in the black background area. As for the other small stuff I could look into it.
EDIT:
For the "your turn" at the beginning of the game, it actually means that is is your turn to mulligan. The AI doesn't mulligan so it is not noticeable there, but for pvp it is.
The cancel button now only shows where there is actually something to cancel, and the end turn button now only shows during your turn.
Also, would be nice if anyone could do a nice background image and/or better looking UI in general. Graphics is really what openEtG needs most right now imo, and I suck at that.
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Put up a pull request for a slightly nicer lobby UI I put together.
(https://f.cloud.github.com/assets/3303084/2430463/5eef25a8-ace3-11e3-9d9c-09d0710121fe.jpg)
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Nice, SethKips UI now integrated.
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I can't upgrade cards. Maybe I'm doing it wrong:
1- Click on 'Upgrade' in the Editor
2- Type 'trans' in the Challenge bar
3- Click on the card I want to upgrade *that card goes into my deck*
Also, after typing something in the challenge bar I can't 'select' again the canvas, so when I press the spacebar to end my turn it types a space in the challenge bar (same happens with all the writing bars)
Another thing, why is there still a 'Cancel' button above the 'End turn' one when I'm not selecting anything?
Upgrading cards 101
1. Clear your deck and put 6 of the same card into your deck.
2. Type 'trans' into challenge.
3. Click upgrade
4. Press import to get your old deck back
You can do this multiple times at the same time. Say you put 6 of 1 card and 6 of another into it and clicked upgrade, you would get 1 up of card A and 1 up of card B
With the canvas selection thing, click the middle bar that tells you everything. It is essentially, clicking the canvas.
Well this is complicated as hell. What Chapuz was doing seems more intuitive, but it would be even easier to click in upgrade and be shown the cards we can upgrade (the ones we have 6 of). And then just click the cards.
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Actually the most intuitive thing is having an 'Upgrade' button in the main menu where you can see a label explaining you can pay 6 cards for an upgraded version of them and then you see a list of the 13 marks where when clicking you see the cards (outside your deck) of that element. Clicking on a card with 6 or more copies makes an upgraded card. Clicking on a card with less copies shows a label explaining (again) he needs 6of them.
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Yeah, I have been thinking of making upgrade a seperate screen. That does sound like a good way to implement it. Will change it later.
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As per suggestion, here are my suggested reworking of the Shards:
:entropy (SoSe)
As it is in OpenEtG is fine. Perhaps making the two cards that are not necessarily Entropy specifically non-Entropy is a plausible option, but not necessary.
:death (SoSa)
Make the non-upgraded 4 :death for 32%. It removes the gap that the current (and in game) version have with the average creature attack, making it incredible weak.
:gravity (SoFo)
To be observed.
:earth (SoI)
Make it any card, not just Shards. Pillars/Pends/Marks add +0|+1, other cards (including the cast SoI) add +2|+1, regardless of element. The ability that is given will be chosen by the dominant element among cards that are combined, rolled if there are any ties; ability will be 1 of only 12 (as opposed to different abilities for more of a certain element. Air, and possibly Life and Light if ability dictates, will include Airborne. I'll determine, with feedback accepted, what abilities are ideal for the card.
:life (SoG)
Make it regenerate 5 HP. Considering upgrade could be 5 :chroma, to make healing available to all elements.
:fire (SoB)
Add the independent drawing of 1 card to the mirror drawing effect. Might need the oomph.
:water (SoP)
Seems fine as is, unless specific numbers are questioned by the community.
:light (SoD)
Considering Light has plenty of healing, I would make it 2|1 :light, and +max/heal only 10 HP.
:air (SoFr)
Seems fine to me.
:time (SoR)
Also fine.
:darkness (SoV)
I feel like this should amplify the damage your opponent has already received. Make it a spell that removes max HP equal to 50% of the opponent's missing HP (HP which the opponent is currently damaged for).
:aether (SoW)
"Target creature gains +3|+0 and deals spell damage. Can target Immaterial, but they do not deal spell damage." Spell damage being practically the equivalent of Momentum, sans a reflective shield, should not mix with Immaterial, especially on a mono basis.
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When I play on my own sever (the public one doesn't work for me) I can't get any cards. I get the error "no push function for the target" or something like this whenever I win a card or I try to buy.
When I logged back in, I got all the cards I won from matches and 54 of each card I got from the bazaar. 54!
I think it was in the ui.main.js.
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:aether (SoW)
"Target creature gains +3|+0 and deals spell damage. Can target Immaterial, but they do not deal spell damage." Spell damage being practically the equivalent of Momentum, sans a reflective shield, should not mix with Immaterial, especially on a mono basis.
wouldn't this make mommentum/unstoppable UP? Or isthe necessity of having a duo or having to use it in fragile creatures (spiders, salvagers and sparks) enough to balance?
Do we have new reflective shields? (I'm not up to date on this)
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We have bubble shield which is reflective and has the same ability as surgeon. It has no DR however...
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I like most of the changes, here are my criticism:
SoD seems too weak in my opinion. I mean, it is probably balanced for that cost, but I'd rather make it a bit stronger with a bit higher cost.
SoW seems too powerful compared to Momentum.
While I kinda like your SoV idea, I want it to remain the same effect as it is now. It is a unique and interesting effect, and could be extended to more cards later.
The other ideas seems fine to me. I like the SoI idea, it removes the "ultimate shard" feeling it has and removes the need to have lots of shards to make it useful.
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@ian sounds like user.pool is undefined (https://github.com/Fippe94/openEtG/blob/cda213dc515700e987a5ea4e0bc1210b685fe773/ui.main.js#L1152)
Unupped SoSa should only last 1 turn given that unupped Dim Shield only lasts 2
SoG's 4 heal is to make it a cheaper Sanctuary. If it heals 5, the cost should be increased. The cost itself should not be colorless. Colorless shards are lame. If you want to allow healing for all, making SoG more expensive isn't a good way of doing so (see PC becoming harder for other elements to use when Deflag's cost increased)
SoD's "increase maxhp, heal a bit" is something that should stay; it explicitly synergizes with other healing to get full value now. Without other forms of healing it's a weaker Heal. A Holy Light SoD would be better as a Holy Light buff
If you're going to gut SoI, consider that openEtG can have multiple actives. Shard Golem could be worked into being a strong caster with multiple passives/noncasting actives rather than mostly useful as a turn 1 20|20
Potential: give Alchemy cards an Alchemy passive. Allow SoI to include Alchemy cards for stronger spell caster stats
If SoBr doesn't cost a card, the cost needs to be increased. SoBr's tempo advantage should not be underestimated
If SoW still needs to be nerfed, have it remove immaterial. Not ideal
SoV's weaker now since shards don't stack. Potential in having SoV's damage increase each turn? At first I was going to support Fippe's point about adding more maxhp reduction through new cards, but you'll essentially be pidgeon holing those cards to be used together. The mechanic doesn't synergize well with anything besides itself & your opponent using healing. Increasing one's own maxhp by 1 is possible, increases synergy with vampirism, but is thematically weak
In other words, SoV's doomed to be niche like reflective & purify. It's fine as is. If it really needs a buff, have it destroy some of opponent's quanta per turn
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@ian sounds like user.pool is undefined (https://github.com/Fippe94/openEtG/blob/cda213dc515700e987a5ea4e0bc1210b685fe773/ui.main.js#L1152)
How could it be undefined? I downloaded everything from the site yesterday to update. I used the buildOpenEtg after downloading everything again, including the card sheets as csv.
EDIT: Seems like I can't delete my account, every time I log in after a while, I get my old account. Plus, it seems like it works now. I think the problem is with the constant changing of the account.
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Testing decks in trainer mode is really cool, but making your first decent deck with such expensive packs is a pain in the ass. I would like to repropose my idea of different packs and will work in the details later (hopefully today)
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Seems like the version on the site right now isn't properly loading up the UI, which is odd since it worked fine on my machine. I'll look into it...
Edit: The buttons are still there, just everything is invisible for some reason, is the assets/lobbybg.png on the server?
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Just fixed it, don't worry. Didn't see the asset folder at first, but added it to the server now. Also, nice work again!
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So is the eventual plan to switch to a world map type of thing like 1.4 has going on, or just stick with the current UI and improve on it as needed?
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So is the eventual plan to switch to a world map type of thing like 1.4 has going on, or just stick with the current UI and improve on it as needed?
What the UI needs at the moment the most are ways of making the gameplay easier. I still get lost a bit with what the AI is doing since it all happens at the same time. Things like HP and poison don't stand out a lot. Buttons for accept your hand, mulligan, resign and confirmations would also be nice. Whenever a string is clickable there should be something indicating it.
For the long run, I'd prefer a development more focused in creating cards and mechanics, rather than a RPG feel.
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For the UI (I wish I could help in something more than designing ideas in MS Paint), there is a video (that I couldn't find today) of Extra Credits youtube group explaining that the interface must somehow tell you (with no words) where to click and where to see in the right moments. I think that is something the game needs as much as the missing artwork.
That said, having a buttony art with a pretty rounded rectangle that is highlighted when hovered and changes to a pressed button for 0.1 second when clicked is more important than what many people can think.
Also, yes, having a non-instant UI can be helpful.
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For the UI (I wish I could help in something more than designing ideas in MS Paint), there is a video (that I couldn't find today) of Extra Credits youtube group explaining that the interface must somehow tell you (with no words) where to click and where to see in the right moments. I think that is something the game needs as much as the missing artwork.
That said, having a buttony art with a pretty rounded rectangle that is highlighted when hovered and changes to a pressed button for 0.1 second when clicked is more important than what many people can think.
Also, yes, having a non-instant UI can be helpful.
The name of this concept is conveyance. Extra credits doesn't have a video about it. I think this is what you were thinking about
[ Invalid YouTube link ]
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Suggestion: I saw that there is a card that inverts airborne status, wouldn't it be a good idea to make quintessence work the same? (inverting immaterial status)
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Suggestion: I saw that there is a card that inverts airborne status, wouldn't it be a good idea to make quintessence work the same? (inverting immaterial status)
& Protect Artifact should unprotect, & Aflatoxin should unafla, & Adrenaline should unadren, & SoW should remove spell damage
There are only two proposed methods of removing immaterial that I think have validity: weird SoW nerf, or Anubis
Also mass CC affecting immaterial
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Suggestion: I saw that there is a card that inverts airborne status, wouldn't it be a good idea to make quintessence work the same? (inverting immaterial status)
& Protect Artifact should unprotect, & Aflatoxin should unafla, & Adrenaline should unadren, & SoW should remove spell damage
There are only two proposed methods of removing immaterial that I think have validity: weird SoW nerf, or Anubis
Also mass CC affecting immaterial
Anubis would make sense and would be an interesting buff.
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My thoughts of the game until now after a few days of testing:
1) I like the pay quantum after use feature and the fact that cancelling an ability let's you use it later in the same turn.
2) Upgrading cards is balanced, it's quite hard to get 6 of the same card.
3) Demigods are well built, I tried a few times and I didn't even have time to react.
4) My favorite combo until now is living weapon+steal.
5) I like the fact that you automatically win a card after a game rather than having spins.
6) The pack price is quite well balanced at the moment, since you need 2-3 mage wins to get 30 gold and I like how you grouped some elements rather than buying only from one element. (it makes getting 6 of the same card quite hard)
7) I find the levels quite well made, because with the starter deck you can beat the commoner, but you need to make some edits and some testing to be able to beat mages consistently and champions are quite hard if you don't get a very good deck. (for demigods: see point 3)
8 ) It's going to be really hard to build a SN bow here.
Now some questions:
1) "Tunneling" works for both you and the opponent?
2) Nymphs and marks can be won just like in EtG?
3) "Owl" effect is just like precognition? (seeing opponent's hand)
Suggestions:
1) It's quite hard to notice what the AI is doing when it uses card abilities. Can we have used abilities as well? (just like the cards played). I don't think we need the name of the ability, it would take too much space, what about a number (meaning the creature's space on the field).
For example: eternity, 1(C), 6(P), 9(C), lightning etc. Meaning the 1st creature, the 6th permanent and the 9th creature used it's ability. And for weapon we could have just "W", since you can have only one weapon. (the background should be the creature's/permanent's element)
2) The anubis/quint/PA buff.
3) I think it's a bit too harsh for the player to need to have 6 of a rare to upgrade it, I think 4 would be enough.
4) Since we have cards like "yoink!", cloak should hide hand cards as well.
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I'd love to help with painting some GUI stuff but I am quite busy as of late. If I find some free time I will definitely pitch in though!
Heres a card:
Momentum
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/p3work/momentum_128x_zps5c03a947.png)
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I'd love to help with painting some GUI stuff but I am quite busy as of late. If I find some free time I will definitely pitch in though!
Heres a card:
Momentum
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/p3work/momentum_128x_zps5c03a947.png)
Cool, I thought you had disappeared :)
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Anyone have any feedback before I submit a pull request for the latest iteration of the UI?
edit: image removed to help save bandwidth, see later post for updated picture
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Thinking on how about if there will be random card arts in the background (could change with timer or with clicks)?
And if there's a gold icon I suggest to change the 'g' by the cost for the icon.
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@SethKips Font size can be inconsistent. I had text going out of bounds on Chrome/mac. You should be checking the width/height of the PIXI.Text object for whether the width/height of the button is less than the Text's dimensions
Also why I tried to standardize with a google font (Dosis...)
But I see you're going the "everything's an image" route. Afraid I can't agree with it, even if you spritesheet it, the makeButton iteration was better with potential to work on mouseover detection changing color (now you'll have to double number of images... this isn't scalable. I didn't even mention adding a clicked state)
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@SethKips: I'd like a darker background. Blue's not good for my eyes unless it's navy, and I have a migraine+vertigo problem with brightness. Brighter blue's good at triggering it because it stimulates the eyes that way; keeps you awake. Darker blue does not.
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This look better?
edit: image removed to help save bandwidth, see later post for updated picture
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Honestly you should probably transition to a gray/brown like original Elements. I just went with #336699 because I suck at arbitrary decisions & that's the color choice I've defaulted to anytime I've unfortunately been messing with web dev
Warning: PIXI.Sprite.fromImage can be weird if the image isn't already loaded. You won't be able to notice those issues when testing on localhost
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Looks like the same to me. I'm talking a lot darker, personally.
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Alright, switched from a solid color background to a wood texture, and darkened the boxes more.
If anyone has a free image that they think would look better for the background, link it.
(http://i.imgur.com/bhKOD8M.png)
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This is looking much better.
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This is actually improving! better graphics, own art for the cards, awesome! Great work from Ravizant and SethKips!
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Seth, did you draw the background or where is that pic from? If you drew it, post it. If it's from internet, post the link
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Update!!!
UI updated to SethKips latest version.
More type of booster packs added: Bronze, Silver, Gold, Platinum.
Bronze costs 15 and contains 9 Commons.
Silver costs 25 and contains 3 Commons and 3 Uncommons.
Gold costs 60 and contains 3 Commons, 4 Uncommons and 1 Rare.
Platinum costs 110 and contains 3 Uncommons, 2 Rares and 1 Very Rare (shard).
Upgrading moved to a different place, upgrading pillars now costs 50 gold.
Also fixed a bug where new accounts couldn't get any cards, seems to be the same bug iancudorinmarian got.
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Does this mean that the only method to obtain Shards is by buying a Platinum pack?
Also, great work on the GUI, it looks amazing now.
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Yes, shards can only be gotten from platinum packs. Don't forget that trading exists though, so it will be a little easier to get a specific shard by trading.
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Ack, I've not sure what's happened, but I seem to have lost all of my cards,
save a few. Don't think I clicked the Wipe Account button either...
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What is your username? There doesn't seem to be any wrong with your account in the database, soit must only be locally on the client. Should be fixed by just logging in and logging out if that is the case. I will look into it.
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Horizon.
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Problem hopefully solved!
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I hoped that this will solve it, but it wasn't so unfortunatelly.
(http://imgur.com/GZlMJEh.png)
The first error appears when I enter the site and the second when I try to login.
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I try to create an account, am asked to choose a starter element and am redirected to the sandbox.
halp, pls
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I am pretty sure I fixed that problem a few hours ago, seems to work fine for me.
@iancudorin: Sorry, I do not know what that problem is or how to fix it. Seems to only be a problem on your computer.
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(https://dl.dropboxusercontent.com/u/7229007/Screenshot_openetg.png)
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Seth, did you draw the background or where is that pic from? If you drew it, post it. If it's from internet, post the link
http://truefreestyle.deviantart.com/art/Wood-Texture-118795033
The rules the author put forward for use:
Feel free to use these in commercial projects.
Link back to floatingcitydesigns.com if you can, you don't have to, but I'd really appreciate it.
Do no redistribute the original file or distribute a modified version of the original brush file.
Do not use these brushes to create stock or other brushes.
Feel free to contact me if you have any questions about the brushes or their usage.
Usable outside of DA, visit my website for more resources.
Are those of you that are having strange issues using the most up to date versions of whatever browser?
I have a guess at what the issue might be already, I'll push something I think might fix it in a few hours when I get home and do a few touchups.
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I am pretty sure I fixed that problem a few hours ago, seems to work fine for me.
@iancudorin: Sorry, I do not know what that problem is or how to fix it. Seems to only be a problem on your computer.
It's ok. I'll stick to the local version for now. Thanks anyway. I think it's just my internet connection, I can't even use the buttons when posting, I need to write everything myself. For example:
If I want to write :light
I have to write :light
myself, when I click the buttons nothing happens.
Anyway, I'll continue offering feedback, I hope you saw the long post I wrote.
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Is JavaScript enabled on your browser?
Both the emoticons on the forums and the game need it to function properly.
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Is JavaScript enabled on your browser?
Both the emoticons on the forums and the game need it to function properly.
Yes, it's enabled, I checked it. Otherwise, a lot of games wouldn't work.
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Useless post, just saying I enjoy when other people outside serpex and Fippe94 gets into this
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Heads up, the version thats currently live on the site is glitched so the platinum packs give 3 uncommons and 3 rares instead of the intended distribution of 3 uncommon, 2 rare, 1 very rare.
My next pull request will have a fix for this unless Fippe gets to it before me.
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Fixed Platinum rarity.
Added a "damage-counter" similar to the one in Elements. Look for "Next HP-loss" at each players side (only visible if not 0).
Should take into account lots of things including adrenaline, all types of shields (for fog/dusk it is *0.6 or 0.5), SoSac, poison and more.
Does NOT take into account: Your own spell-damaging creatures getting reflected, your own AM'd Vampires and SoFre.
So not completely perfect, but still better than Elements'.
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When I clicked the "get card" button for the first time, the button did not work, and I somehow got 48 copies of the shown cards, when I logged in again (because I were not able to leave the shop screen).
Edit: Error was somehow reproduceable with another account. Got 8 copies. Maybe a click number.
Seems to happen with the first purchase only.
Tip for the developer:
There is a small card game on Kongregate, which is called TukkunFCG and is hidden inside the game "Anti-Idle". It has also been influenced by Elements (the Credit menu for that was removed, unfortunately). The grafics are similar to openETG, and especially the card menu can be inspiring. Not the same gameplay, but a bit similar.
Here are two images:
(http://i59.tinypic.com/20fbv40.jpg)
(http://s4.postimg.org/rzha4l4d9/fcg_2.png)
To play this game without "Doing the unneeded rest" use the following "CHEAT":
1. Go to http://www.kongregate.com/games/Tukkun/anti-idle-the-game
Account is not needed
2. USE Shift+CTRL and click on Button "File 2" to come into Debug Mode.
3. Click [Basic] and give yourself about 90 million EXP (not less, and not much more) , maybe also FCG Cash
4. Buy TuccunFCG in the Feature Shop
5. Have fun
Savegame is deleted, when you set the space to save it to 0.
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So heres what I have for the shop updated to the new UI style.
(http://i.imgur.com/jeQurzF.png)
I wasn't quite sure what color to make the boosters, so I just went with the complementary of the background, which is that brown. Any ideas for something that would look any better? Any other feedback?
Some possible alternatives to the brown:
(http://i.imgur.com/VRVddjp.png)
(http://i.imgur.com/FEG7s4y.png)
Also added:
New (hopefully) faster and more resource efficient method of loading of images. This might also fix some of the issues people were having, not sure though.
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Seth: it looks good! You deserve a lot of +rep, mate.
Isn't there a way to show the gained cards bigger (without hovering) and spreaded around the remaining space of the screen?
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Seth: it looks good! You deserve a lot of +rep, mate.
Isn't there a way to show the gained cards bigger (without hovering) and spreaded around the remaining space of the screen?
I guess I could make them appear in some sort of a popup box that covers the boosters since you aren't doing much with the boosters until you take the cards anyway.
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I am pretty sure I fixed that problem a few hours ago, seems to work fine for me.
I checked in a different browser and it worked. I was trying it in firefox before.
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Alright, this pops up when you buy a booster and goes away once you take the cards.
Unless anyone says otherwise, I think I'm going to use the dark pink background for the boosters.
(http://i.imgur.com/v8gnAVE.png)
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I prefere the brown one, but I don't really care. In a future we will have nice art for them :)
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The recurring decimals in next HP loss when fog is in play look really weird. Maybe round down or something?
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New update completely by SethKips:
Shop UI updated
Randomized names for non-Demigods
Name for each Demigod deck.
Note that the non-Demigod names are randomized and have nothing to do with the actual deck.
Also made the Next HP-loss number round down.
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@andretimpa I'm not gone! Just busy :) Working and doing other projects so I am not able to dedicate my time fully here.
Having said that-- if I ever do disappear do not hesitate to message me. I check my email multiple times daily!
There is the odd chance I get busy and forget to check in, so bug if me if you need to! :D I love this project and want to see the art caught up for it.
Repulsor | Owl
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/repulsor_128x_zps9c93db20.png) (http://i381.photobucket.com/albums/oo252/quadricatsubeta/owl_128x_zps6ad5dca9.png)
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Awesome as usual Ravizant, art added.
Also, I think I honestly preferred the boosters as small images with a larger showing up as hovering. If most people think the same as Chapuz we will of course have it like it is now, but what do other people think?
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I kinda prefer the current way booster cards are shown, it looks tidy while the cards popping up seems like it would be irritating after a while.
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Note that the "current way" right now is all the cards poppong up like in SethKips latest post.
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have another FG. hope it does this combo well
Hover over cards for details, click for permalink
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u5 719 74f 77j 7dm 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7h7 7h7 7h7 7h7 7k6 7n0 7qb 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7th 7th 7th 80k 8ps
+4 clepsydra
btw, will the advanced ai be used with DG's like the current FGs?
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Dtd: I love the idea of a Clepsydra FG, but it needs some Owls ;)
Also, some more PC like a pulvy. Sanctuary is auto loss
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Hello everyone! I've got an idea about the Arena in openETG (because it's much weaker than normal etg and there's not enough deck in it). I'll suggest it (mentioned in chat if it worths to suggest it here). But before, an intro:
There are entities that claim to be invincible, gods... Do not even think that will be this will be anywhere close to easy; the normal laws of elements do not apply to these guys.
Everyone loves taking challenge (Kay, in Soviet Russia challenge loves to take you, but...), seeking for challenge and compete with each other. At the momentt, the Arena doesn't give enough benefit to AI to compete with the players. I thought of a benefit system what gives more tactics and better chances to Arena deck... and something what will overcome anything you thought of the word 'hard'.
The first part comes with Arena deckbuilding. When you build a deck to Arena, you could choose a benefit (the method of the choose could be write to the challenge box like PvP names or something else).
Some example:
-Superiority: Arena deck gets 1|2 :chroma or 1|2 Mark quanta or more when the game starts. (Needs balance)
-Restraint: the opponent's hand limit with 1 or 2.
-Second chance: 'Free' first mulligan (It'll need an intelligent AI who can count with the 2 card combos or balance it with too much/not enough pillar in hand).
-Gatherer: Gets 1 :chroma for every non-0 cost card that the opponent plays.
(and there could be a lot of more...)
The player will be always informated about the benefit what the opposing Arena deck have (as like icons attached to Mark of something).
How many times can you beat me before I overwhelm you?
The whole point of these benefits is a new type of AI. You could fight with these differently then normal Arena games, but the type chosen randomly. Building on these bonuses very much and 1 more thing. You'll have to fight with them 4 or 5 times to accomplish a the 'real' win.
First time their bonus is very weak and only using 30 card, 100 HP but everytime you win, their bonuses, HP's and deck size raises (you can't chance deck between 2 fight, but the duel starts again.
For example Restraint:
1. match Restraint: 7 card, 30 cark deck, 100 HP, 5 gold.
2, match Restraint: 6 card, 45 card deck, 150 HP, 15 gold.
3, match Restraint: 5 card, 60 card deck, 200 HP, 40 gold.
4, match Restraint: 4 card, 75 card deck, 250 HP, 100 gold.
Last match Restraint: 3 card, 90 card deck, 300 HP, 240 gold and could use the benefit of the AI (the Arena play version).
The 'normalised' deck will be 45 card (so the 1. match is against a weaker version of the deck).
Yes, as seen you don't have much chance to 'win' against that type of AI, but you can get a lot if gold to going far (and can compete that who goes further).
Any suggestion, idea, opinion and criticism about it?
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Hmm, to clarify, I meant the system where the newly acquired cards are in a "hand" position.
Also, I'm also still curious about whether there would be ways to convert upped cards to other forms of cards or currency.
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Now that I created an account I tested it in Firefox again. I can access my account and play on it, but it doesn't save the progress.
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Testing with andre for our tourney match, it seems that for some reason the server doesn't get his websocket messages (logging in goes through POST, so that'd still work)
Didn't seem to work for either Firefox or Chrome
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Testing with andre for our tourney match, it seems that for some reason the server doesn't get his websocket messages (logging in goes through POST, so that'd still work)
Didn't seem to work for either Firefox or Chrome
I think I sorted it out. The problem is something on the connection I have at work. I'm trying it now at home and the server is registering my progress, which it wasn't when we tried to play. Both Firefox and Chrome seem to work from home.
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I'm going to look into the memory leaks before doing any more work on the UI.
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Finished my match vs andretimpa
Issue: clicked PvP, so when we would hit space to end our turn, it'd cause us to look for a match, which would make the server rematch us. Seems my keydown hacks have suffered bitrot already. Short term solution: have clicking buttons remove focus from themselves. Or remove focus to canvas whenever a match starts
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serprex, is there any reason that the rendering is all done with Canvas instead of WebGL, or was that just an arbitrary choice that was made early on?
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PIXI.js has a WebGL backend. It doesn't work well with openEtG (would have to not make a new canvas for every form, & random sprites were flickering)
Overall there's no good WebGL toolkits, I didn't feel like messing with it when I wanted a simple way to render. I was trying to use THREE.js when I began, but it seemed like more than I wanted
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Discord + Sabbath doesn't scramble quanta, but rather makes the opponent lose 9 quanta. It's a fun bug; is it intentional? Cause then it might be a bit OP.
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Not intentional. Doesn't seem OP. Compare to Dischole: removes about the same quanta (9+pillars is ~12 vs potential 36, tho likely ~12), but doesn't heal
Thanks for mentioning tho, important to remember if ever Sabbath feels like it needs a buff
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We said about it in chat, and Disco+Sabbath is not better than Dishole on their own, but because in Rainbow based becomes faster (for 1 :light ) , lasts more (denies quanta twice, because drains 9 AND you don't get in your turn) AND can work as an improved Dishole (you can play with Black holes, SoFoc too), this could lead to change the card.
And by it's wording, there's no reason why Dishole+Sabbath should work like that.
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So, what does everyone think about the out-of-duel-gameplay? With that I mean, is it too easy/too hard to get new cards and/or upgrading them? Should there be more Uncommons/Rares? I need feedback on these things so I can balance it better.
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from what I tested it seems to be balanced fine
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To be clear: The upgrading came in theme when we discussed the card Regrade, which I feel UP.
Reasoning:
In the start, you don't have Regrade, so you can't use on your cards. When you've got enough regrade, you'll have enough card to make a 'real' upgrade on your commons. Uncommons can't worth Regrade either (it's not too difficult to upp them when you already have a well-built deck to use).
Most of the card knows -1 cost when upped, so the 2 additional guanta already solves this problem, but there's a lot of other alternative way to get it (Metamorphosis, Gift of Oceanus). And you lose 1 card to make 1 card better, so the difference between the upp and unupp should be worthy (as like with SoSep or Nova, but Nova can be upped too easily).
You can use on your opponent's hand too, but it's a double-edged blade, because you can't see it's hand (Okay, with Precogs, you can, but it's not a worthy combo).
Suggestions (not all, just one of it):
-Make it target the field, but it's still not solves the problem.
-Make the unupped free and giving 1 matching is just for making fully unupped Novabow synergy (and not solves anything).
-More additional quanta will make this +SoSep stronger, but after an amount it'll work like a concentrated Nova.
-Make it see opponents hand can't be done and if so, Precog|Burn card still will be better for that.
As seen, none of it is optimal.
To everyone: What do you think about it?
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My thoughts on the uncommons and rares: Uncommons are about 25-40% of the elements' cards. They don't have to be 'powerful', but they are good looking at start. Yet, the player has a good variety of commons to start.
Rares are more good looking and maybe powerful cards.
Shards, marks and nymphs stay as they are currently.
:entropy
Uncommons: Purple Dragon, Antimatter, Unstable Shapeshifter, Maxwell Demon, Golden goose
Rares: Discord, Ricochet
:death
Uncommons: Bone Dragon, Aflatoxin, Bone Wall, Skull Shield, Plague
Rares: Arsenic, Ouija Essence
:gravity
Uncommons: Colossal Dragon, Black Hole, Otyugh, Graviton Fire Eater, Catapult
Rares: Titan, Chimera
:earth
Uncommons: Stone Dragon, Basilisk Blood, Graboid, Titanium Shield
Rares: Pulverizer, Earthquake
:life
Uncommons: Emerald Dragon, Adrenaline, Cell, Alpha Wolf, Elf
Rares: Druidic Staff, Rejuvenation, Fungus
:fire
Uncommons: Crimson Dragon, Rage Potion, Phoenix, Rain of Fire, Lava Golem
Rares: Fahrenheit, Burn Card, Seraph
:water
Uncommons: Ice Dragon, Nymph Tears, Toadfish, Steam Machine, Gift of Oceanous
Rares: Trident, Artic Squid, Clepsydra
:light
Uncommons: Whote Dragon, Matyr, Give, Hope, Luciferin
Rares: Morning Star, Miracle
:air
Uncommons: Azure Dragon, Unstable Gas, Wings, Thunderstorm, Owl
Rares: Owl Eye, Sky Blitz
:time
Uncommons: Devonian Dragon, Precognition, Time Barrier, Anubis, Neurotoxin, Time Bomb
Rares: Eternity, Pharaoh, Innovation
:darkness
Uncommons: Black Dragon, Liquid Shadow, Devourer, Shadling, Dispair
Rares: Vampire Stiletto, Yoink!
:aether
Uncommons: Phase Dragon, Quintessence, Parallel Universe, Mindgate, Fractal
Rares: Lobotomizer, Phase Shield
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I like your ideas Chapuz, and have changed changed much stuff to uncommon/rare as per your suggestions.
I have a few stuff I did not change, coming here:
I did not change Ricochet, Oujia Essence and Yoink to Rares, because they do not feel powerful enough in my opinion. They are instead Uncommon.
These cards were already Uncommon, you did not list them, but I see no direct reason to change them to common, because they are all pretty strong and have a bit unusal effect:
Tomb, Graviton Deployer, Monk, FFQ, Fenghuang, Steal, Psion, Blue Mage
Also, currently all shields except the Other card "Shield" are Uncommon. I don't know if this is optimal, and while you have listed a few shields in your list I would like some specific input about shields.
Also, you named Fractal as an Uncommon, it is already a rare and I think it should stay that way.
Any comments on this, either agreeing or complaining, would be nice.
And one more thing, possibly other names for Very Rare/Ultra Rare rarities?
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One term often used is Legendary, perhaps you could use that, along with Mythic.
Common -> Uncommon -> Rare -> Legendary -> Mythic
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Epic and Legendary are the most common, for good and bad.
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Very Rare changed to Shard for now.
Guest chatting added!
Now you can chat in sandbox mode! Guest messages will show up as italic and will be named "Guest_Name" where "Name" is whatever is in the username box. If the username box is empty the name will be a random 5 digit number.
Trading changed a bit:
You can no longer trade unupped cards with upped ones, with a couple exceptions: Upped Rares can be traded for Unupped Shards and Upped Commons can be traded for Unupped Uncommons.
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Ok everyone who reads this tell me if risking 10 :electrum if u lose and only getting 7 :electrum if u win is worth it commen sence says you should not spend 10 :electrum were if you win you walk away with 7 extra :electrum please people help me out here you should at least get 10 :electrum for winning ad ur money back im not eve saying win 20 extra coins like etg just get as much extra as ya risked getting in were risk and reward are at least =
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Ok everyone who reads this tell me if risking 10 :electrum if u lose and only getting 7 :electrum if u win is worth it commen sence says you should not spend 10 :electrum were if you win you walk away with 7 extra :electrum please people help me out here you should at least get 10 :electrum for winning ad ur money back im not eve saying win 20 extra coins like etg just get as much extra as ya risked getting in were risk and reward are at least =
Yeah, that's something probably Fippe has to fix. Thanks for writing it here
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If I increase the rewards for the AIs, It feels like I need to lower the rewards for EMs instead. Otherwise EM would be too strong in my opinion.
Would be good to get more peoples opinion on this stuff.
Also, Here is the current formula for winning: if EM: 2*gold, if not: gold*(0.5 + HP/(MaxHP*2))
With gold being the base reward, which is 5,10,20,30, for the different AI levels. This means that if you don't EM, you get between 0.5-1 times the base reward.
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I agree, mages look too expensive for me at the moment. They feel more like AI4 than AI3, while commoners look more like AI2.5
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Ok everyone who reads this tell me if risking 10 :electrum if u lose and only getting 7 :electrum if u win is worth it commen sence says you should not spend 10 :electrum were if you win you walk away with 7 extra :electrum please people help me out here you should at least get 10 :electrum for winning ad ur money back im not eve saying win 20 extra coins like etg just get as much extra as ya risked getting in were risk and reward are at least =
Yeah, that's something probably Fippe has to fix. Thanks for writing it here
he is the one who said no-one else complained go post it i the forums i wont change it cus one person does not like it
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I said I had not seen anyone else complain. This is why you should post any problems here, so that more feedback can be given from many players. And also, please suggest changes too, instead of just saying "this should be changed". I don't know the perfect balance of the game, and there are lots of aspects to balance against each other (Boosters, Winnings, Upgrades, Prices, Trading...)
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I agree, mages look too expensive for me at the moment. They feel more like AI4 than AI3, while commoners look more like AI2.5
the way the beat my ass and i troll ai 4 with my normal deck .... wait i cant make a good deck cus i lose more cois fighting anything that gives me more then 4 coins then i make beating them
I said I had not seen anyone else complain. This is why you should post any problems here, so that more feedback can be given from many players. And also, please suggest changes too, instead of just saying "this should be changed". I don't know the perfect balance of the game, and there are lots of aspects to balance against each other (Boosters, Winnings, Upgrades, Prices, Trading...)
i think for how many times ive stated "at least walk away with as much money extra ya spent getting in there if u win" i think that means you pay 10 gold going in you walk out with the 10 you spent plus 10 more and 20 to 20 more for the false gods a don champs make them more like 15 to get i and 15 pocket extra walking out sence they have more rares and are harder to beat all who agree please say so
also on trading sence it is 1 card for 1 card make it were if i have a rare ill never use and this other person has an uncommon i for come reason havent bee able to get or just extremely want for upgrading we ca trade it i mean i have a rare :gravity im never gonna use but you have a uncommon :darkness i need for upgrading but haven't been getting i my packs we should be able to trade them mistakes will be made people will want cards back but that's there fault for trading it off
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Trading is something really new and will need some feedback before being changed. I will indeed try to help balancing the rarity of cards, price of packs and such.
Also, please, punctuation!
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Wow, that spam (http://elementscommunity.org/forum/rules/?PHPSESSID=1bc4bc9562a6b58f543350baa04e1e77), necromander! :o
Secondly, some punctuation and thought organization would be tremendously helpful for ease of comprehension by readers of your posts. I think you are stating complaints about low reward levels relative to difficulty level. The formula Fippe gave is similar to what current Elements does - winning with 1 HP (minimum possible) yields 1.5*cost-to-play (or 0.5*cost-to-play profit) up to 2*cost-to-play (or 1.0*cost-to-play profit) if you win with max-HP minus 1. With that understanding, you still feel it is "too hard" to gain electrum?
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When one pays 10 coins and wins 7 for winning not 10 something is wrong
You should if you win get your money back plus however much you spent as reward now if you win full hp yea 2x it.
Like i challenge a mage pay 10 gold and wi with over 2/3 my health and only get 7 gold reward something is wrong
you wanna compare it to etg
etg you pay 10 cois ad if u win you walk away with 20 extra if you get win with full health its a LOT more
in etg the strongest person to fight that does not cost coins wont get 30 damage out on the field on 4 turns unless your doing something wrong
in etg you ca SELL UR DECK buy some cards and have a deck of your play style
in etg you dot spend money ad risk getting all useless cards
but thats only if you wanna start comparing things
i just think you pay 10 coins to fight someone you should get a 10 coin reward
please tell me if the risk being = to the smallest REWARD is a bad thing please
im not asking to keep coins i didn't earn but the AIs are already harder then should be and if im gonna be risking 10 coins ad only win 7 without a perfect win its not a reward worth the risk
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You have to note the fact that in EtG, 40 :electrum is not always enough to even buy 1 card, whereas in openEtG, you can easily purchase 2 Bronze Boosters (18 cards) with that amount. Even if the cards aren't what you want, you could always look about for a trading partner to acquire those you need.
EDIT: Wait, do you mean that after paying 10G and winning, you only get 7G back, therefore it's a net loss? Because that's not what happens.
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again never said it should be 10 just = winnings to what u spend if u spend 5 gold when you win you get at least 5 gold reward plus ur money back that's all im asking
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Basic risk-reward theory is that the higher the chance of success is, the lower the reward should be compared to the possible cost, including less than the possible cost.
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You have to note the fact that in EtG, 40 :electrum is not always enough to even buy 1 card, whereas in openEtG, you can easily purchase 2 Bronze Boosters (18 cards) with that amount. Even if the cards aren't what you want, you could always look about for a trading partner to acquire those you need.
EDIT: Wait, do you mean that after paying 10G and winning, you only get 7G back, therefore it's a net loss? Because that's not what happens.
I think what I colored in yellow here is the crux of the matter. In Elements, you get BACK WHAT YOU SPENT plus a reward that is 1/2 to 1x the risked amount. In openEtG, is this not the case (getting back the cost plus a reward too)?? :o
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You have to note the fact that in EtG, 40 :electrum is not always enough to even buy 1 card, whereas in openEtG, you can easily purchase 2 Bronze Boosters (18 cards) with that amount. Even if the cards aren't what you want, you could always look about for a trading partner to acquire those you need.
EDIT: Wait, do you mean that after paying 10G and winning, you only get 7G back, therefore it's a net loss? Because that's not what happens.
I think what I colored in yellow here is the crux of the matter. In Elements, you get BACK WHAT YOU SPENT plus a reward that is 1/2 to 1x the risked amount. In openEtG, is this not the case (getting back the cost plus a reward too)?? :o
No, that's not it. A win always recovers the cost to play. necromander is taking issue with the fact that it doesn't give twice as much.
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in etg you risk 10 get 20 even if u win by 1 hp
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Play AI3 (risking 10 :electrum) and win with 1 HP? You get 11 :electrum.
Play Bronze Arena (risking 20 :electrum) and win with 1 HP? You get 6 :electrum.
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I will be on vacation visiting family for most of April so there will be no art updates from me until May or so.
Phase Spider / Recluse
(Was experimenting with this one so its a bit odd compared to my usuals lol)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/phase_spider_128x_zpsb6657e88.png)
Golden Goose
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/golden_goose_128x_zpsf6be4531.png)
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then something is rog with my account on etg i play AI3 win 20 :electrum if i don't get a perfect
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Play AI3 (risking 10 :electrum) and win with 1 HP? You get 11 :electrum.
Play Bronze Arena (risking 20 :electrum) and win with 1 HP? You get 6 :electrum.
You are playing bronze to get rares, not electrum. Think of these losses as the cost to buy rares. You can play AI3 to get :electrum and then arena to get rares. On the upper leagues you also need only a ridiculous winrate to break even.
then something is rog with my account on etg i play AI3 win 20 :electrum if i don't get a perfect
Winning with 99 HP would give you closer to what you are saying. A 1 HP win is 11.
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ive won with 16 hp and got 20 coins on AI3
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If the first 2 cards on a spin match, you get an extra 5 :electrum reward.
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lets put 2 and 2 together shall we
you get weak starting decks not good for farming if you won 12 coins from beating a mage
cus your more likely to lose
the card packs cost 15 and the odds of you getting cards u need or want are slim
so you spend hours betting commoners and a few mages just to finally get enough cards edit the starting deck to the point you can farm
just to start making custom decks (if you have bad luck good luck in 3 packs you with good luck you could have a great deck)
all that time you have been using the weak starting deck same boring deck same repetitive play style and if ur lucky sooner if someone has cards u want AND wants cards u have
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Rippy approves of golden goose ;D awesome art ravizant!
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Play AI3 (risking 10 :electrum) and win with 1 HP? You get 11 :electrum.
Play Bronze Arena (risking 20 :electrum) and win with 1 HP? You get 6 :electrum.
You are playing bronze to get rares, not electrum. Think of these losses as the cost to buy rares. You can play AI3 to get :electrum and then arena to get rares. On the upper leagues you also need only a ridiculous winrate to break even.
True, but in openETG there is a reward beyond the money gain too. You are guaranteed a card (possibly upped) for every win.
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Cost for playing Mage is now lowered to 5. However, it is now impossible to win Upgraded cards from them.
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Cost for playing Mage is now lowered to 5. However, it is now impossible to win Upgraded cards from them.
Fair enough.
I still think there must be a less efficient way to upgrade cards with the excess of cards when you get more than 6 upgraded of a card. Maybe something similar to BattleCry? (Again, see it in kong)
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Elaborate, please.
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Somehow, I dont lose 5 coins, when I resign.
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Somehow, I dont lose 5 coins, when I resign.
Fixed.
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Could you please say the reward equation for the different AIs? :)
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I already did:
Also, Here is the current formula for winning: if EM: 2*gold, if not: gold*(0.5 + HP/(MaxHP*2))
With gold being the base reward, which is 5,10,20,30, for the different AI levels. This means that if you don't EM, you get between 0.5-1 times the base reward.
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I already did:
Also, Here is the current formula for winning: if EM: 2*gold, if not: gold*(0.5 + HP/(MaxHP*2))
With gold being the base reward, which is 5,10,20,30, for the different AI levels. This means that if you don't EM, you get between 0.5-1 times the base reward.
Oops thanks!
Also please make the buttons of the editor more buttony ^^
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Update: Starting decks modified, made by Zergva
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Update: Starting decks modified, made by Zergva
Can we see the starting decks and AI decks in the 2nd OP of this thread? It can be inspiring to have them
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Sure, I'll do it. The AI decks are all randomized except Demigod decks, which are already up.
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Could you please say the reward equation for the different AIs? :)
Look into ui.main js, line 863: gold per level (game.gold) , that is 5 , 10 and 20 gold, 30 for demigod.
Money function (line 2007):
var goldwon = Math.floor(game.gold * (game.player1.hp == game.player1.maxhp ? 2 : .5 + game.player1.hp / (game.player1.maxhp * 2)));
Practically the same as in Elements: 2 * game.gold for mastery, 0.5 * game.gold for 0.HP. Linear in between. Not sure what maxhp is, but it seems that 500HP decks dont bring more money - unlike in Elements.
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have another FG. hope it does this combo well
Hover over cards for details, click for permalink
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+4 clepsydra
btw, will the advanced ai be used with DG's like the current FGs?
Quoting so I know where it is and can modify it later
Btw, with the earth time one, can you remove 2 time terrors from it?
Working on a couple new ones, a death effect one that might not be able to handle new cards and a pest-sabbath one
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Quests added!!!
You can click the new Quests button on the menu to go on adventure!
The currently only quest is called "Necromancer", and consists of 3 "events". Each event is a duel against an opponent with a predetermined deck, so it is possible to modify your deck to beat a specific part of a quest. Right now you gain absolutely nothing by beating a quest. My plan is to not have anything gained from defeating specific opponents in a quest, but instead having a bigger reward gotten from defeating a boss or a whole quest. However now you win nothing, since this quest is mostly to test out the system and get feedback.
So, feedback about the questsystem please!
Edit: The new starterdecks made by Zergva added to to my first post.
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i can help make decks for them, or storyline if needed
so far, they look pretty good :)
Hover over cards for details, click for permalink
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+1 Burn card, +4 Clepsydra
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712 712 712 71g 71g 714 714 71l 71l 71l 71l 71b 71b 71b 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7n2 7n2 7n2 7nd 7nd 7n5 7n5 7n5 7n5 8pk
2 fenghuang, 4 tomb, 2 ouija source
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7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k9 7k9 7k9 7k9 7k9 7k9 7jv 7jv 7jv 7jv 7jv 7jv 7k1 7k1 7jq 7jq 7jq 7t6 7t6 7t6 7t6 7t6 7t6 7t9 7t9 7ta 7ta 7td 7td 7td 7td 8pt
+6 sabbath
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7dm 7dm 7dm 7dr 7dr 7dr 7dr 7dr 7dr 7e4 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7la 7la 7la 7la 7la 7jv 7jv 7jv 7jv 7jv 7jv 7kb 7kb 7kb 7kb 7kb 7ju 7ju 7ju 7ju 8po
+5 martyr
how does this work? martyr gains i point of attack for each point of life lost. putting blessing and elixir on it will give it 3+6+6 attack, or 15 attack. then it can heal with the angels
And so you only need to reference this post, -2 time terrors from the earth-time deck.
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Well this is.... interesting.... Get on the forums to see if Zanz updated at all (he didnt) and I see this instead. I havent installed it yet (holy crap thats a long process just to try out the game), and the only art is what I have seen on this topic. I read through about 20 pages of it, so I may have missed something. I know this spin off also has a small team, and a team that isnt getting money from it, so even less is expected from you, but that doesnt mean I wont point out as if you are a billion dollar (ok maybe not that) dev team.
I know this is very early in development, and you probably know most/all of what Im going to tell you, but Im going to tell you anyways.
The art for the front of the cards is awesome. The art for the back of the cards, and most marks, seems very meh. I know you need placeholder art if nothing else, but try to at least give things a bevel. Bland colors make things look bad, when just a bevel could make it look decent (referring to marks). The bland colors in general really hold the game back artistically. When something looks like all the effort that was taken was grabbing a squaring tool in ms paint, it just makes the game feel cheap. Note though, that I understand that this probably isnt very high on your priorities right now, and artistic things require someone that are... well... artistic.
I may have missed further discussion on this, but the license of the game, I hope your artists understand. Are they fine with the art being taken and used however pleased if going with http://unlicense.org/ or another open source style that allows complete decompiling and use of assets? This isnt something that needs to be specifically replied to me, but I just hope that all artists that are putting work forward arent going to feel shafted if someone uses their art created for this game, and they cant do anything about it. I didnt read all of unlicense, so I could be far off on this matter. Just thinking out loud.
This looks very promising, and its very sad that the community (rightfully so) feels like it has to resort to something like this. I plan on creating an account this week sometime, and also looking at some of the art things to see if my criticism is something that can be done relatively easily, and actually improve the look, or if I actually had no clue on what I was talking about as far as simplicity of making it look better. This will of course all hinge on if I can figure out how to install it properly and understand the update process.
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You don't need to install anything. There is a link to the game in first post. The install stuff are only needed if you want the source code and are planning to contribute.
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Didn't this start off as an alternate for PvP during the great PvP bork of 2013? Once that was fixed, this was given regular updates to where we are now.
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The sentence for the quest opening is iffy, shouldn't it be "Perhaps you should go investigate?" rather than "Perhaps you should go investigating."
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@d2d PvP being down is what spurred me to finally do this, but it was itching to be done beforehand. I'd been working on a python simulator (https://github.com/serprex/etgai) which I rewrote to javascript/hacked/bugfixed for openEtG's game logic. & at this point Fippe's pushed progress well since unfortunately I'm a programmer who loses drive once core mechanics are finished
@BluePriest I was considering unlicense at some point. Where does openEtG claim to use that? I ended up finding that unlicense isn't really anything that should ever be used; license.txt is MIT license. To note: card art isn't included in the git repo
IANAL, but my intent was that code be released under MIT & graphics be left to whatever artists prefer. As of yet nobody has wanted more than credit, so it hasn't been an issue
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@Serpex, It never claims to use it. I was meaning in the event that you decide to use it since it was mentioned earlier in the thread. My bad if I said otherwise, I was up way later than I should have been (which is also probably why I missed the link that said click to play, and instead only saw all the links talking about how to help out with the game)
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You may or may not like a more beveled look. In case its something you would be interested in, I did bevels for a few pieces of the art. If youd like it for more Id be more than willing to do it, I just figured Id only do it for a few until I knew if its something youd like or not....
http://imgur.com/a/qEnvg
Not sure if imgur keeps the png format
First off is the main screen. Couldnt decide on a bevel that I liked, so I gave some options.
(http://i.imgur.com/W75Ik9J.png) (http://i.imgur.com/CUCWobd.png) (http://i.imgur.com/uhofjon.png)
Then some of the other assets (some text boxes, element icons, and the gold icon). I never could get the gold icon in a way I liked, but I really like how the elemental icons turned out.
(http://i.imgur.com/VqWDB6Y.png) (http://i.imgur.com/r7Hz3Gs.png) (http://i.imgur.com/rOmDiFW.png)
If you are interested in having this style, then let me know, and Ill try and find any other assets that could use this treatment, and also find out how to use the push feature so that instead of posting here, I can just give you a new version of art that just needs approval to be live.
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I liked the idea at least for the elemental icons. As you can see they were not created having a bevel in mind and a lot of them look off-set (chroma, gravity, time and light) and the centering looks weird in others (fire, death, air and darkness). The other icons look fine.
I was thinking of redoing these anyway, so if you give a generic bevel as a greyscale + transparency image I could use it as a layer and make proper versions of the icons (as well as versions that look better when the size is even smaller, like in card texts and costs).
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My idea of an ice themed opponent for quests
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5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i8 5i8 5i8 5i8 5i8 5i8 5i9 5i9 5id 5id 5id 5id 8pp
with the new DGs, i have run out of ideas for now. thus, i can focus most/all of my open etg efforts to deckbuilding for this.
if you want story, that could be arranged ^^
i hope all of you dont think you cant participate in the deckbuilding things, i am merely a person who loves to build decks :)
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You can make a short story with some decks if you want, that would be cool. I think it would be best if you sent it by pm to me though so that the decks/story becomes mor of a surprise for the players.
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Added your art, BluePriest, looks really nice, but I am not too sure I like the buttons actually. If you want to continue working on UI, I recommend contacting SethKips who is currently working on it.
Also, want some feedback on quest system:
I am planning to have several independent quests, some which might be unlokced from the start, some which might unlock as you complete others (so a longer story maybe) and some that unlock when you finish certain requirements (such as gettin 100 light cards for example)
As you see in the Necromancer example quest, each stage in the quest is represented with an icon that you click to start the duel.
Now I want to know what people think. Since you will have several quests, how will they be shown? Some alternatives:
1. One big map where all stages of all quests are shown, like it is now but with more quests on the same map (might be crowded when more quests is added)
2. A Menu that pops up when you click Quests the show a list of all the quests (possibly including the ones you haven't unlocked yet, and it would say the requirements). And once you choose a quest you would get to a map-like place where the stages are shown, like now.
3. One big map where all quests are shown as icons. When you click an icon you get to a smaller zoomed in map where the stages are shown (so like a mix of 1 and 2).
Or any other idea you might have. I woul presonally prefer 2 or 3, but 3 needs someone (not me, I can't draw) to make an entire world map for the game, preferably with all elements having its own area/country and probably some "neutral" areas as well.
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@BluePriest
First of all hi, long time no see!
I like your art, but I agree with Fippe that the buttons could have a touch. Is there a way to make them more rounded instead of rectangly on the ftont side? Also, we would need a 2nd button image (maybe the original one with some effecfs) to make them look "pushed" that miliseconds after you clicked on them. And a simple enlightment for when they are hovered. Is that possible?
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Yes it has been a while! The lack of updates or even some kind of news just ended up taking its toll on me. I'll take a look at some of the things when I get home from work. None of them seem like they'd be hard to do.
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@BluePriest I don't think I understand what part of the art you are talking about? Do you mean the cards themselves or the GUI?
Your wording is a bit vague and a teensy bit insulting sounding, so I am trying not to raise my hackles here and figure out what you mean exactly. :P I have contributed a lot to the art so its certainly important to me lol.
Also I have been helping for fun, expecting nothing, and asking nothing in return.
I don't even need my name in the credits, this is just to help see the project get filled in :)
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The non-paint card art we have so far is awesome. The paint ones are imo fillers till we have more produced ones.
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@BluePriest I don't think I understand what part of the art you are talking about? Do you mean the cards themselves or the GUI?
Your wording is a bit vague and a teensy bit insulting sounding, so I am trying not to raise my hackles here and figure out what you mean exactly. :P I have contributed a lot to the art so its certainly important to me lol.
Also I have been helping for fun, expecting nothing, and asking nothing in return.
I don't even need my name in the credits, this is just to help see the project get filled in :)
Your art is awesome. Ive seen the art you have been putting in and I love it. Im talking about mainly the GUI and things that look a little more thrown together. Also, I hope no one takes it as insulting when I say thrown together. This is a project very early in its works, and no one is getting paid or has any profit motive in it,and are instead doing it out of the love for elements and its style.
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@BluePriest Ahh yeah the GUI has been a bit flat, its getting better! Lot of placeholder graphics going in.
Not sure how I feel about the beveling on the menu. I do like how the elements stand out against the cards now though.
Do you think the card backs need to be 'buttonized' to better match the GUI now?
I know that someone (fippe?) was talking about perhaps a place on the cards for their rarity. I could add that in, as well as give each a little face lift.
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Im not sure what you mean by buttonized. Also, I noticed that the cards when they are in play (where it just shows the card name) have a different (maybe old?) graphic than when they are in the hand. I this intended, or just an oversight?
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@andretimpa Im still working on making a plane circle bevel thats transparent for you to use, dont think Ive forgotten :P
Art update on some requests.
http://imgur.com/a/te5oI
A less chiseled look to the buttons. All the art im showing here is based off of that.
(http://i.imgur.com/EDACM5H.png)
The buttons when moused over.
(http://i.imgur.com/JQNhj4m.png)
The buttons when clicked
(http://i.imgur.com/dqBoG8T.png)
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What's the easiest way to get the new card codes and their related art so that I can add them to the deck image builder?
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Why not make a sub-board for this? That way, we can post decks, DG stuff, etc.
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Why not make a sub-board for this? That way, we can post decks, DG stuff, etc.
That's also a good idea, although I would very much want Higurashi to approve it as well. There are some good reasons not to do it, but I'm not sure how strong they are.
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I cant find a lot of the graphics at https://github.com/Fippe94/openEtG All the ones so far have been in the assets folder, but I dont see any of the assets such as for the cards. Am I missing something? The shop and the boosters are the main thing Im seeing that still needs an update, but I think Im missing some things.
Also the transparant bevel. I think I did it right. Its supersized because id rather it be too big than too small so theres no loss in quality from stretching. Im not sure if I did it right or not though, so let me know as soon as you get a chance so I can know if I need to try something else.
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What's the easiest way to get the new card codes and their related art so that I can add them to the deck image builder?
I think these are in a GDoc or something. Fippe should know more details (he's the one using it after all).
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Gift of Oceanis still doesnt generate the 2 quanta of the mark
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Gift of Oceanis still doesnt generate the 2 quanta of the mark
It does to me. I even built decks around it already.
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Ahh, does it not work with water mark for balance purposes?
Also, quantum pend generates 1 random quanta I think. Is this intentional? If so, it seems really UP.
Finally, will the ai play NT on a water pillar or pend if it already has a nymph queen out?
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@anti Art database I suppose is here: http://etg.dek.im/ui.art.js (or, since you have access to etg.dek.im, the Cards directory) codes are at the google doc linked to in OP
@d2d right on gift. Checked code, indeed pend code lacks '* (c.card.element > 0 ? 1 : 3)'
@BP Card art isn't included in the git repository. A listing is found @ http://etg.dek.im/artcredit.htm
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Ahh ok. I was just making sure i wasnt missing a part that had more art related things. I definitely cant improve any card art. Its already spectacular.
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BluePriests more "clicky" buttons added. Looks nice. Would be nice if you could extend the buttons sheet to contain all buttons eventually, like ingame buttons and the editor buttons. Both of these will need an overhaul too eventually I guess, (At least the ingame), so you might want to hear with SethKips on what he is working on/planning to work on, so you don't both end up doing the same thing.
EDIT: Also, updated pend code, as well as nerfed SoI heavily. It wasn't working as intended and was a bit OP even if it did. (Previously: 1 Upped SoI = a 7/7 Golem with Stoneform that can be used the first turn for free. Yes, that's right, a 7/27 for 1 quanta.)
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Can you show me which buttons you are talking about? The only thing I saw art wise that I haven't messed with is the booster section and the shop. Or do you mean add the click effects to things like the main menu and the shop?
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I just said: Look in the editor and the duel ui. THere are no real "Buttons" there, just text to click on.
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I am leaving a link to my Imgur art album dedicated to EtG card art.
Anything in there is fair game for any cards that can use them.
http://imgur.com/a/pRtYG#8
I am doing my best to annotate anything that was derived from an external source with links as would be needed for the CIA section... These are primarily sxc.hu and wikipedia commons so I think they should all fall under the needed licensing criteria for use here.
I will be updating the page regularly. It will probably have a LOT of images when I'm done loading them all. Hope this helps get the graphics going strong!
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It was such a pleasure to read that, Odin. Thank you, in name of everyone.
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Thanks Chapuz! I hope they find good homes, and I hope they can help the OpenEtG project get going strong.
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Thanks Chapuz! I hope they find good homes, and I hope they can help the OpenEtG project get going strong.
On a quick glance I think we could use:
Cybersword for Lobotomizer (the resolution is great on this one)
Blue Monolith for Regrade and Blue Scarab for Quintescence (this abstract concept suits both cards imo)
Fractured Visage for Basilisk Blood
Bubble Shield
Blob
Cascade for Parallel Universe (after recoloring it to teal)
Crystal Staff could be used for Staff (or Jade Staff after recoloring)
Cursed Sword could be used for either Vagger or Arsenic
Dispersive Blast for Shockwave
Shade for either GoTP or nightmare
Maybe Time Warp for Reverse Time (I'd pick just a detail of it, so the clocks are more visible in the end result. We'd also need to play with the colours to remove the time mark)
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Following andre's post from up here:
Death Touch 3 for Soul Catcher or Nightmare
Ankh CardBack for holy light
Copper Bomb for Time Bomb
Dark fate egg for... fate egg! Someone might want to recolor it to more yellow but I love it (and it was made for Brawl 1 :D )
QuantumLamprey for Reverse Time
Blood shield for stone skin
DNA Strand for mutation (?)
Fracture Pulse for Shockwave (ande, I didn't find disperse blast)
I love the scroll of fate 2 but I wouldn't know where to put it e.e
EDIT: MOAR:
QuantumFunnel for Bioluminisence
QuantumSyphon for Black Hole (that one or QuantumLampray)
Geyser for Water Pillar (yeah!)
GhostOilVial for Liquid Shadow
Katara for Dagger (?)
Make all the metronomes for pendukums!
MountainSanctuary for... Sanctuary
Mandala for mark of Chroma
Skull Spirit for Epidemic
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There are still a lot more coming. I'm up to the Q's in my folder of images.
Should be done in an hour or two
Ray of Fire should work for firebolt I think :D
Scrap Bot should work for graviton salvager... although I think VRT did that one already anyway...
Okay, everything I can find at the moment is up. I've labeled those I had a particular use for so they can be found easily. Hope this helps things along.
I'll be reposting the link to the CI&A board as well so card designers can use the images for card ideas.
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Fracture Pulse for Shockwave (ande, I didn't find disperse blast)
Dispersive Blast:
(http://i.imgur.com/B0NnY1y.png)
Fractured Pulse looks better though (it wasn't up yet when I looked). In fact, I think I can mod Disperse into a morning glory.
I've already done Mark of Chroma (the design resembles Mandala a bit). Ravizant already did LS.
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some nice art there odin unless we already have a death pillar couldn't slime covered pillar work there
blood pillar could go for obsidian pillar
maybe burning sea sprite with recoloring could go for one of the spirits
I saw a few others that could also be used but can't remember which ones of the top of my head
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Looks like ice bolt is still in need of an image so I Put up a concept for it just now (modified from the Ray of Fire image I made)
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ou might want to hear with SethKips on what he is working on/planning to work on, so you don't both end up doing the same thing.
Well, if BluePriest wants to take over the UI stuff entirely, I would be more than happy to let him and start working on something else.
On that note, I put this together a couple weeks ago, I could try rigging it up with the quest system if you want.
(http://i.imgur.com/Pmok9O3.png)
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Out of curiosity, has anyone looked into using unity for the UI? As of version 4.3 they added a 2D specific mode. I've been trying to pick it recently. Looks pretty fun and interesting... I believe unity is what Hearthstone is running on as a matter of fact (although they seem to be using full 3D).
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Hey devs, what you think about using tournies to decide what card will be implemented next ? Something like a point system where the higher you get placed the more points you get to vote for cards. For example:
1st 7 points
2nd 5 points
3rd 3 points
4rd to last 1 point
in the end of the month the card with more points is introduced to the game.
The pool of cards can be from armory or from cards choosen by the devs ...
Sorry if i sound lazy by just asking for thigs to be done instead of actually helping, but i thought this could be a good idea to make ppl interested in the game
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Out of curiosity, has anyone looked into using unity for the UI? As of version 4.3 they added a 2D specific mode. I've been trying to pick it recently. Looks pretty fun and interesting... I believe unity is what Hearthstone is running on as a matter of fact (although they seem to be using full 3D).
my understanding is unity is a very complex engine to learn unless you already know what coding language it uses but if someone is capable unity is certainly a good engine
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Out of curiosity, has anyone looked into using unity for the UI? As of version 4.3 they added a 2D specific mode. I've been trying to pick it recently. Looks pretty fun and interesting... I believe unity is what Hearthstone is running on as a matter of fact (although they seem to be using full 3D).
my understanding is unity is a very complex engine to learn unless you already know what coding language it uses but if someone is capable unity is certainly a good engine
It appears to use C++, java/javascript, or "Boo" for its coding / scripting languages.
Python scripting "should" be portable to C++ ... of course that may require a bit of mucking around with standard template libraries.
I've never used Boo but its apparently very similar to python as well.
I'll have a look at it over the next month or so as I try to learn unity.
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About the UI, I would prefere to keep in the Canvas, as it's good, powerful and the best tech atm.
@nensuru: Woah another dissapeared reappearing! Good to see your avatar again.
I don't think AT ALL that the cards added should be biased by the winners of tourneys. It must be a balanced and fun card proposed by the devs or anyone in the community, no more conditions. After that, all what's needed is someone who knows how to program it.
@SethKips: I'm not a fan of the squared spots, maybe it can be done with hexagons like 1.4? You just need 3 coordinates for each spot. Also, marking the centre of the map is quite odd. Thoughts?
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I just said: Look in the editor and the duel ui. THere are no real "Buttons" there, just text to click on.
I cant find the text that you want to be buttonized in https://github.com/Fippe94/openEtG Thats what Im trying to say.
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I just said: Look in the editor and the duel ui. THere are no real "Buttons" there, just text to click on.
I cant find the text that you want to be buttonized in https://github.com/Fippe94/openEtG Thats what Im trying to say.
Pretty much everything is in ui.main.js
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I just noticed another small difference in implementation worth noting,
Weapons such as dagger and staff are getting the buff directly added to their attack stat, whereas in the game it gets added seperately. This is only really relevant for Adrenaline right now, but makes a big difference when it happens.
E.g. flown adrenaline short-bow will deal 4*4=16 damage in standard EtG, but only deals 6 damage here (4+3+1)
Not going to affect a huge number of decks, but thought it was worth noting.
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I just said: Look in the editor and the duel ui. THere are no real "Buttons" there, just text to click on.
I cant find the text that you want to be buttonized in https://github.com/Fippe94/openEtG Thats what Im trying to say.
There is no images for it because it is all rendered ingame. If you just start the game and go to the editor and go into a duel and you will see the texts I mean.
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Ok, so I went in game to see exactly what you were talking about. You mean the clear don and import text, you want a button version of. Got it. If I missed anything else let me know. I should have taht done by some time tonight.
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I just said: Look in the editor and the duel ui. THere are no real "Buttons" there, just text to click on.
I cant find the text that you want to be buttonized in https://github.com/Fippe94/openEtG Thats what Im trying to say.
There is no images for it because it is all rendered ingame. If you just start the game and go to the editor and go into a duel and you will see the texts I mean.
In other words, the Clear, Done and Import burttons from the editor, the End Turn, Cancel, Mulligan, Accept Hand from duels, etc.
Is it worth making a single button image and render ingame the labels for the different stuff with a cool font? You know, to make it a bit lighter.
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Anyone have suggestions for what card could use art next? I'll see if I can get started filling in the gaps.
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I just said: Look in the editor and the duel ui. THere are no real "Buttons" there, just text to click on.
I cant find the text that you want to be buttonized in https://github.com/Fippe94/openEtG Thats what Im trying to say.
There is no images for it because it is all rendered ingame. If you just start the game and go to the editor and go into a duel and you will see the texts I mean.
In other words, the Clear, Done and Import burttons from the editor, the End Turn, Cancel, Mulligan, Accept Hand from duels, etc.
Is it worth making a single button image and render ingame the labels for the different stuff with a cool font? You know, to make it a bit lighter.
Ah OK. I knew I missed a few. I obviously haven't actually played the game very much ha.
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I just said: Look in the editor and the duel ui. THere are no real "Buttons" there, just text to click on.
I cant find the text that you want to be buttonized in https://github.com/Fippe94/openEtG Thats what Im trying to say.
There is no images for it because it is all rendered ingame. If you just start the game and go to the editor and go into a duel and you will see the texts I mean.
In other words, the Clear, Done and Import burttons from the editor, the End Turn, Cancel, Mulligan, Accept Hand from duels, etc.
Is it worth making a single button image and render ingame the labels for the different stuff with a cool font? You know, to make it a bit lighter.
It should be possible to make the bevels automatically. I'm not sure how to accomplish this and it could get very glitchy if done wrong. But making standard sized buttons and figuring which button to use depending on the size of the string after rendering it and/or context information should be much easier.
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We had it that way at first but since the fonts are different for different browsers and operating system it was inconsistent and looked weird on some browsers. It is still possible to implement it correctly however, but a bit tricky though.
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If your interested, I found a neat map art on sxc.hu that could be nice for the quest screen:
http://www.freeimages.com/photo/834534
here is how it looks
(http://i.imgur.com/hTq3KjM.png)
I uploaded the png image to the imgur page I shared. Its on the last page of the album.
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I find that making a grindable deck is very VERY hard and what makes that is the fact that the packs give too many options.
Does anyone else think that packs should be divided in 2 (oposite) elements only?
EDIT: I shouldn't be able to press 'Done' in the Editor when I have less than 30 cards in my deck, right?
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It would be interesting to have a second set of packs that have only 2 elements each but cost 50% more.
I think there should also be some way to shred excess cards. I.e. if I get 12+ shriekers, it would be nice to shred them or maybe randomly exchange them to try and get cards that you don't have yet
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It would be interesting to have a second set of packs that have only 2 elements each but cost 50% more.
I think there should also be some way to shred excess cards. I.e. if I get 12+ shriekers, it would be nice to shred them or maybe randomly exchange them to try and get cards that you don't have yet
Agree with both of these. IMO packs that are more spread out (rainbow>4 elements>2 elements) should have some cost advantage.
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My thoughts about the excess of cards: System based on BattleCry's way to get rares.
We can have a 'Consume' window (such as the Upgrade or Editor) where you can 'consume' cards. When you consume X card, a bar (let's call it Energy) is filled a bit. The amount of energy filled by each card is given by it's rarity.
When the bar is full, you get a random rare card.
The current price of the cards (taking the bronze pack as a base) is:
15/9 = 1,7 :electrum per Common
(25 - 3*1,7)/3 = 7 :electrum per Uncommon
(60 - 3*1,7 - 4*7)/1 = 27 :electrum per Rare
(110 - 3*7 - 2*27)/1 = 35 :electrum per Shard
Therefore:
Uncommon = 4*Common
Rare = 4*Uncommon
Shard = 1.3*Rare
Finally and thinking that 3 "extra" rares are worth trading for a random one, I conclude:
- Max bar points to fill = 100
- Points for Rares and shards: 34 (I'm simplifying, maybe shards can make some more Energy)
- Points for Uncommons: 9
- Points for Commons: 2
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BattleCry's system is interesting... I think I like Hearthstone's "Dust" system better though.
We basically have the same kind of tiering here: common, uncommon, rare, epic (shard), legend (nymph) ... or maybe swap those last two.
At any rate, the dust system works roughly as:
shred 16 cards of a rarity level -> enough dust to make 1 card of the next rarity up
shred 4 cards of a rarity level -> enough dust to make any 1 of that level
shred 1 card of a rarity level -> enough dust to make 1 card of the next level down.
If we want to limit the pick and choose to promote trading we could instead go with:
shred 9 cards of a rarity level -> enough dust to make 1 random card of rarity level higher
shred 3 cards of a rarity level -> enough dust for 1 random card of same rarity
shred 1 card of a rarity level -> enough dust for 1 random card of the next level down
So someone could shred an entire bronze booster to get 1 random uncommon.
shred 9 uncommons (27 commons) to get 1 random rare
shred 9 rares (27 uncommons or 81 commons) to get 1 random epic
shred 9 epics (27 rares, 81 uncommons, or 243 commons) to get 1 random legend
Since we have 12 elements, we could also reuse the pack division system here as well so players have a little control over what rare, epic, etc. they get, but still can't choose it directly.
In any event, as frustrating as grinding for packs can be, I like it more than the bazzar system. It definitely ensures that players will have unique accounts and keeps grinding interesting and enticing.
on an unrelated note, vamp-saders are incredibly potent now... no more needing to wait for an animate to make uber stilletos
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So should all the text buttons be on one sheet? Just the new ones? What would be the preferred layout of it?
The most important question, what size font and what style font did you use?
Ima try to dig through the code, but its been a while so im not sure if ill be able to find it there
Dosis 15pt regular seems to match the other button text the best. Ill probably just redo all of them in that font since its not an exact match.
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Well, Heres what I got. If I missed any text, let me know. I also have a few filler buttons that all that needs to be done is the text put on top of it (Dosis 15pt/12pt based on what fits)
http://imgur.com/a/ZiNL5
(http://i.imgur.com/FcNXFSj.png)
(http://i.imgur.com/VN07Igs.png)
(http://i.imgur.com/qrc5Mii.png)
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@Odin:
I like the energy method more because the player doesn't see numbers, just a pretty bar filling up. It also lets you consume cards of multiple rarities for the same rare.
I was also assuming no one would farm for uncommons, but it's also implementable. In BattleCry you can craft cards of X rariry depending on how filled the energy bar is. So i.e. (with quick numbers) when you press the Create (Craft) button, if the energy bar has more than 21 points an uncommon is created instead of a rare.
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I am interested in getting involved with this project in some way.
I first need instruction on how to begin the experiencing what has been done so far.
Then I can help assess what is needed.
Finally it is in my opinion that this project should be a main focus of everyone on forum.
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We have people working on a more lovely GUI, what we currently most need is card art. Iirc you make art, right? :D
If you do, try not making some art that can be taken from Odin's art of the previous page. Maybe it would be good if you read the last couple of pages
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I am interested in getting involved with this project in some way.
I first need instruction on how to begin the experiencing what has been done so far.
Then I can help assess what is needed.
Finally it is in my opinion that this project should be a main focus of everyone on forum.
The project seems fully functional right now. Its very impressive actually. You can play using the link from the OP:
http://etg.dek.im
I believe Fippe94 has a git repo for all the source coding, so you can contact him if you want to get involved there.
As chapuz noted, I made an Imgur album available as an art resource: http://imgur.com/a/pRtYG#0
(I finally upgraded to imgur pro so now I have unlimited image sharing ability :D )
what do you guys think of this for purple / amethyst dragon? (full image is 600x600 but I scaled it to fit nicely in post)
(http://i.imgur.com/Ab9MEx0.png) modified version of: http://www.freeimages.com/photo/558013
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I would like to see the Hybrid cost mechanic tested. In order for that to happen, I think we would need to have at least 1 card for each of the 66 combos.
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A quick search in the CI&A board using the word "hybrid" revealed about 6 pages of hits for a total of roughly 60. Most seem to indeed be hybrid cards... So i think we are getting there.
Of course, someone has to actually program all of those into openEtG...
I can try getting a little of that done, but it could take a whole lot of time. I'm still working on getting it to compile on my mac at this point... I do have a windows partition, but getting it set up for coding and having to switch back and forth is also a pain :(
The more we can reuse existing mechanics the better. Otherwise the new mechanics will have to be coded and tested as well.
openEtG seems to have a wider base of "actives" to start from, so this will help.
on a different note, it occurs to me that if a lot of people start using openEtG, we will probably want to make a trade channel, or maybe a looking for trade button so that users can find others to trade with more easily. Otherwise the chat could get bogged down with trade.
I.e. maybe have a pair of text boxes where you can input the card you are looking to trade and / or the card you want to get and then search for others willing to trade for you (who have entered compatible requests)
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Out of curiousity, how do you tell how many poison counters are on a creature?
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Mouse over creature -> read the bottom line. Not an ideal solution, but will likely get fixed eventually, when battle UI gets touched up.
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also, can i choose whether to mulligan after knowing whether im 1st or 2nd?
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Not in AI games. Technically, the Mulligan are part of the turn order, so whoever's first will mulligan first, and the one who goes second will mulligan second. However, in AI games, the AI never mulligan, so you will not notive if you are first or second. In PvP games however, you will simply see whoever gets to mulligan first.
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Mouse over creature -> read the bottom line. Not an ideal solution, but will likely get fixed eventually, when battle UI gets touched up.
What kind of thing are you wanting for the UI for the battles on that note? Currently it just shows the creature name when a card is placed, but what would you prefer it to be?
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Mouse over creature -> read the bottom line. Not an ideal solution, but will likely get fixed eventually, when battle UI gets touched up.
What kind of thing are you wanting for the UI for the battles on that note? Currently it just shows the creature name when a card is placed, but what would you prefer it to be?
I'd hope ultimately similar to most other ccgs where the art for the card is shown on the play field however there doesn't seem to be enough space on the current ui to allow this
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Recommended update to booster packs:
Instead of having each pack be tied to one group of four elements, let people choose a specific element. This does not mean all cards in the booster will be of that element (see below).
The problem with the current system is that it basically forces people into one of three "teams" based on the original division of elements. I realize people can buy boosters from multiple "teams" or from chroma, but given the difficulty of accumulating wealth (particularly upgraded wealth), people will very rarely do that, and we'll be left with a game with three "classes", each having four elements.
So, allow people to pick an element. When an element is chosen and a pack is purchased, each card in that pack has a 40% chance to be the chosen element, a 12% chance of being the chosen element's starter off-element, an 8% chance of being one of the other two "friendly" elements (i.e. the missing two in that set of four), a 4% chance of being any of the other 8 elements. I don't know what the current rates of other cards in boosters are, but they could be added by pulling from the main element's percentage (i.e. drop main to 38%, add 2% chance of other, or whatever is a good drop rate). Chroma packs would continue to be evenly weighted.
This allows people early on to be very focused in what cards they get and get over the early have-no-cards hump faster by having high chance of being able to build a decent mono quickly (and also focus a bit more when attempting to make the jump to upgraded cards). It also means that any given pack has a chance of containing cards from every element, so that people won't be almost completely locked in to only having cards from four elements.
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As requested by BluePriest, there is a screen shot of a duel with a completely filled field (thanks to cells for making it easy :D )
(http://i.imgur.com/CaYZAI2.png)
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Wow...
Theres not much space there at all... I see the problem with giving a better view of the cards now. Dang. Ill see what I can do as far as prettying up the field. Thanks Odin.
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Wow...
Theres not much space there at all... I see the problem with giving a better view of the cards now. Dang. Ill see what I can do as far as prettying up the field. Thanks Odin.
EtG did it pretty good at overlapping the creatures' and permanents' images. That can be imitated, right?
@Odin: Opponent missing shield ;)
@CG: forcing combos with 'friendly' elements is not a good idea for a game where many new cards are being added. New combos will be found. Iprefere my idea of 6 packs of 2 opposite elements each (so people find some variety while wanting some specific cards, but more thematical)
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Wow...
Theres not much space there at all... I see the problem with giving a better view of the cards now. Dang. Ill see what I can do as far as prettying up the field. Thanks Odin.
No problem, I look forward to seeing the new look! Thanks in advance for all the time you put into it ;)
@Odin: Opponent missing shield ;)
ACK!*pulls tuft of hair out*
... lol
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I would be essentially equally as fine with one element being backed up by equal weighting of all other elements. The point is more that I think packs should all potentially contain cards from all elements so as not to divide people into groups of elements. Dropping it from four elements per pack to two helps with people being able to focus their purchases more, but still keeps it so that everything everyone gets is segregated. The numbers I proposed only give a relatively small boost to the friend elements, but I'd be just as fine with having no weighting at all beyond the chosen element.
Having all elements available in a pack helps by sometimes giving people an unexpected excellent card from an off-element prompting them to change what strategy they had been using, and also increases the overall trading economy by giving people cards that are more useful to other people outside the others who chose the same four (or two) elements for their packs.
If there is a benefit for pairing elements instead of having friends based on groups of four, perhaps a 40% chance of the prime chosen element, a 10% chance of the friend element, and 5% each of the others? Exact numbers are certainly open to debate, but IMO having it so a single chosen element gets a big boost and all other elements are available is the optimal situation.
Edit: what prompts this recommendation is the realization earlier that if I'm playing, say, fire, I am essentially never going to trade with someone who is playin entropy, because almost all of my good cards (and more importantly my spare cards) aren't from an element they will want (besides the odd spin). Likewise, I am basically never going to realistically shift to using elements outside my group due to not having any real seed cards available until I'm already very wealthy. Having every element able to come from every pack means a much more diverse card pool, making it a lot easier to do things besides play within the elements I have lots of cards in from packs, and means everybody can trade with everybody since they will all be getting sought-after cards from all the elements. This is all much more moot once there's lots of rich people, but that's a long ways away.
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Wow...
Theres not much space there at all... I see the problem with giving a better view of the cards now. Dang. Ill see what I can do as far as prettying up the field. Thanks Odin.
No problem, I look forward to seeing the new look! Thanks in advance for all the time you put into it ;)
Oh its no probl....
@Odin: Opponent missing shield ;)
OH NO! I CANT DO ANYTHING NOW!!!!!!!!!!!!!!!!!!!!!!!
jk
Ok, so this is what I put together, Let me know what you think.
First off, this is the ugly version of what you need to move to make it have the optimal look (aka no no overlapping)
Its ugly, but it shows you what all I moved
(http://i.imgur.com/PijGz0R.png)
Next off, this is an example of how it would look with the other overlay things such as the elemental icons, the health, and the resign/end turn ect buttons. Still not pretty, because this is just a rough draft still
(http://i.imgur.com/rwjYrLa.png)
This is a raw image of the background that would be used for the battleground before cards, elemental icons, and buttons ect are put on it. This is the part that I like.
Updated (http://i.imgur.com/ST5XKZW.png)
Color of the lines can be changed, just give me the exact color code (in rgb format current is r-187 g-31 and b-54) and I can change it to that.
Personally I recommend bolding the text such as the name of who you are fighting, your hp, and other statistics. The size of text for how much of each element, or the scale of that section in general may need to be lowered. Im still thinking of ideas for how to put the card art though.
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I like the new layout. The boxing lines help keep it much more neat looking
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Updated the final image for last played cards
There was a tornado warning in our area. So what have I been doing at 3 in the morning? art. Heres a concept idea for the monsters.
(http://i.imgur.com/xQZHGc5.png)
So what are you seeing? Well, first I copied the attack and effect and attached it to the name. Only problem is, that you cant read it, so it doesnt matter. Solution, not shown, because I realized it too late (its 3:30 am so does that mean I realized it too early?) , is to not bother copying that stuff, and instead just use either the top half of the card (art + name) or even just the art, and have the hp/attack as text over top of it. Then if you want more info, such as abilities, or the creatures name, just highlight it as usual to get the full amount of info.
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Very nice look. Its very close to the actual EtG layout too...
Will we still get visual cues for frozen, delayed, and poisoned creatures? I.e. will there be the little status symbols or color/highlighting like now?
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Looks nice! When you're done, if you are not gonna code it in yourself, please provide exact screen coordinates for where everythin should be, would help me a lot instead of having to trial and error. When you gave me the new buttons, you had moved the buttons around and changed the pixel space between each button, leaving me to trialand error and checking the image carefully to find out the new coordinates. Please don't do that again unless you provide me the pixel coordinates, ok? :P
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I'm waiting for the day zanz ports elements to html5 and js, or at least uses createjs on it. But that pie is still several kilometers high.
While I'm at it, are there any obvious ai bugs that need fixing?
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Looks nice! When you're done, if you are not gonna code it in yourself, please provide exact screen coordinates for where everythin should be, would help me a lot instead of having to trial and error. When you gave me the new buttons, you had moved the buttons around and changed the pixel space between each button, leaving me to trialand error and checking the image carefully to find out the new coordinates. Please don't do that again unless you provide me the pixel coordinates, ok? :P
Will Do Sir! Which layout do you prefer? Just the art with the text floating above it? And Which coordinate do you need? Top right/top left/bottom right or bottom left?
Also how many creature slots do you want? image has 24 and game has 21? Want me to adjust it to 21 creature slots?
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Game has 23, just as Elements has. 23 might be hard to fit nicely, so 24 works too if you want, shouldn't alter the game THAT much with one more creature slot, so you can choose whatever. And for coordinates, the top left for each part, would be nice. For stuff like creature slots, you can give me the top left for the top left creature and then how many pixels in either directions to the next creature.
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AWE-SOME, BluePriest.
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Do you need the art shrunk down or are you able to do things like shrinking in the code? I know in as/3 you can but I've never messed with java. As soon as I get home from work I'll get coordinates for you
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I can shrink down stuff, yes, but if I get it in the size it is supposed to be it is a lot better, since it doesn't distort the image.
I am pretty busy today, so I will not add anything today, just so you know.
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OK. I'll try to get the exact dimensions after its shrunk.
As a side note, I think we need to be careful on making it too etg. Right now its still pretty much just etg with trading and more update. I just feel like it needs something to seperate it from etg so it doesn't feel like nothing more than a clone.
Unless of course that's the goal.
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I'm waiting for the day zanz ports elements to html5 and js, or at least uses createjs on it. But that pie is still several kilometers high.
While I'm at it, are there any obvious ai bugs that need fixing?
I believe the experimental ai is still a bit buggy sometimes i can play matches with it on other times the game freezes on the ais first turn unfortunately most recently I got freezing
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I propose lowering the perm cap to 12 since no one will hit the cap and its nice to have bigger art.
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I propose lowering the perm cap to 12 since no one will hit the cap and its nice to have bigger art.
you can't reduce the perm cap as there are certain decks that would need max perms like epidemic decks and ouija essence lockdowns I personally have reached the cap a few times
so as not to double post I also feel either some of the starters need nerfing or the champion need buffing as atm I am slaughtering the champs with a starter deck having only changed three cards in it
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so as not to double post I also feel either some of the starters need nerfing or the champion need buffing as atm I am slaughtering the champs with a starter deck having only changed three cards in it
What? I'm currently with a rainbow rush and some of the champs are a pain in the ass. What are you using?
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so as not to double post I also feel either some of the starters need nerfing or the champion need buffing as atm I am slaughtering the champs with a starter deck having only changed three cards in it
What? I'm currently with a rainbow rush and some of the champs are a pain in the ass. What are you using?
Quite honestly a slightly tweaked version of the chroma starter I basically have a pick of the pack i want. I'd be lyigif i said it was plain sailing but by my maths I'm getting 50% winrate vs champs
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For Creatures....
Art size 66x66
Starting point x-118 y-311 for your side. x-158 y-154 for the enemy side.
Going down, you move 33 pixels. Going across, you move 79.
Ill work on permanents and the shield/weapon later tonight.
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When targeting spells/effects/etc, howabout adding a keyboard shortcut of "w" for targeting opponent and "s" for targeting self?
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Is the getting enough attention to deserve its own forum section?
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Is the getting enough attention to deserve its own forum section?
I dont think its a matter of it getting enough attention. I think its a matter of its a spin off of etg when the forums are made for etg and so it could be a conflict of interest. Dont know if Zanz assists with forum costs or not, but there would be another issue with it.
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Dont know if Zanz assists with forum costs or not
From what I heard, he used to, but stopped for some reason.
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As a quick recap so its all in one post....
For Creatures....
Art size 66x66
Starting point x-118 y-311 for your side. x-158 y-154 for the enemy side.
Going down, you move 33 pixels. Going across, you move 79.
For Permanents
Art size is 60x60
Starting point x-108 y-470 for your side. x-282 y-29 for the enemy side
Going down, you 40 pixels. Going across, you move 64.
Weapon/Shield
Art size is 85x85
Below is the coordinates for each object
enemy weapon
x-144
y-17
Enemy Shield
x-191
y-55
your weapon
x-624
y-459
Your Shield
x-668
y-501
Do we have any card art for the back of cards? if not, itd be a good next thing to work on once this part is all done. I cant do art stuff, but once we have the art, ill be able to help out with more of the layout of hands in the duel/battle/whatever its called
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No art for the backsides of the cards if that is what you meant.
Buttons added in battle and editor. Sabbath and Innovation both nerfed by increasing cost with 1. Upped Gift of Oceanus nerfed to 1 :other cost.
Also, why isn't the perms/creatures same size?
Also, not 100% sure what you meant for with creature/perm art. the creature art is square-shaped, just as the dimensions you have given, except you have a small bar on top whihc shows name/ability. That's not gonna be a square.
And having stats on top of the image will probably not gonna look good for every card art.
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I kind of agree with the thought that cards shouldn't have numbers overlaid on the top. My idea would be to move stats to the place where creature stats are currently located, and then add a bar at the bottom of each card for skills.
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No art for the backsides of the cards if that is what you meant.
Buttons added in battle and editor. Sabbath and Innovation both nerfed by increasing cost with 1. Upped Gift of Oceanus nerfed to 1 :other cost.
Also, why isn't the perms/creatures same size?
Also, not 100% sure what you meant for with creature/perm art. the creature art is square-shaped, just as the dimensions you have given, except you have a small bar on top whihc shows name/ability. That's not gonna be a square.
And having stats on top of the image will probably not gonna look good for every card art.
Perms/creatures arent the same size because the playing field for both are different sizes. Back when I first showed concept art, I asked if you wanted to have the name showing or just the card art. You never responded so I just did the positions assuming no border, and just art. With the name/ability/attack and hp that small it was hardly readable anyways. If youd like though, I figure out coordinates with the top half put on the field and see how that looks.
Heres how it would currently look. Mousing over a creature will make it large like displayed (which is currently a live feature anyways, but i figured Id add it in anyways.
(http://i.imgur.com/SSZPVXw.png)
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I like.
Think you could fit the ability cost and name beneath the numbers though? Also, this is destined to fail with cards like Lifesmith (which, incidentally, fails as is) since it requires art to work but I'm sure you can sort something out for that.
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Oooooooh thats a good point. We may need to make placeholder graphics for all the cards that, if nothing else, just spam the name across the card.
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Yeah, most cards don't have art yet, so it would be great if you could fit at least name at the top. I think the stats should be on the top left or right corner too, instead of in the middle. Maybe it could have the ability hovering right above the image, just like it is hovering directly under the image in Elements.
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(http://i.imgur.com/H71NMoq.png)
Only the top left enemies have the text set to the top right and have the skill icon for demonstration. Sorta like that though? Smaller text? Larger text? Open to suggestions.
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Rough image of how I think would look best:
(http://i.gyazo.com/f6517660eae7d0c618b145aca8c687e4.png)
With the ability text not being on the card background, but right above it. Horizantal mirrored version would look good too, this is just like Element's layout basically, which looks good.
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What about for permanents? Just the card name on the bottom?
edit
Also, wont the monster attack/HP have to be added by you since its dynamic? Id still need to make a space for it of course though.
Is it possible that abilities and costs will be dynamic as well? Due to effects like lobo and SoR?
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Every text will be added dynamically, you are not gonna make an individual image for each and every card with their text and ability if that's what you meant.
Still good if we decide how everthing should be and you showing how it looks before I start coding it, so to make sure it all loooks good after.
And yeah, card name on bottom would be nice for perms.
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So essentially, you need a background matching the cards that has space for the name and cost/ability? Ill give concept art with the creature name ect, but I want to make sure the final product I give you is what you actually need. One for each element as well right?
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Hmmm, when you click on the Resign button the 'Confirm' text doesn't appear.
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Yeah, that sounds good. If the background is gonna be just a single color, I could always just draw it all dynamically, that would save space.
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Hmmm, when you click on the Resign button the 'Confirm' text doesn't appear.
It does if you're logged in.
No login and you get an empty button, log in and you get just the text.
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I've decided to join by trying to figure out which card combos will give the AI a hard time and/or crash the game.
But trying to use game conqueror to find vars for debugging in sandbox mode (for just quanta, never mind cards) is hard. Is there some sort of debug mode I can use to help find AI bugs?
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(http://i.imgur.com/V2cTzYh.png)
I think it turned out looking good. If you like it, then ill get new coordinates (only thing that changed is y positions) and get the actual images of the top and botton of the art for each element.
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Yeah, I like it. Could be good to hear others opinions on it too.
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Everything is good about it but that solid white name and ability text (it works fine for the Atk|HP). I'm not sure if it's the shape or the sheer boldness but something about it really irks me.
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(http://i.imgur.com/V2cTzYh.png)
What are those shriekers on the bottom rightand top left?
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I assume they are weapon, shield and permanents, but just used Shrieker for easiness.
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I assume they are weapon, shield and permanents, but just used Shrieker for easiness.
This exactly
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I like it a lot. Now we just need to get art going for all the cards that still need it. The creatures in particular, since they get most overlap, making them hardest to pickout without distinct artwork
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Command Skeletons buffed: Both versions cost 3/3 and before dealing damage it spawns a Skeleton (Elite for upped).
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New Coordinates with new art style.
Size/Coordinates with border
Creatures
Starting point
Your side x-118 y-302
Enemy Side x-153 y-154
Going down, you move 33 pixels. Going across, you move 79.
For Permanents
Starting point
Your Side x-108 y-467
Enemy Side x-282 y-25
Going down, you move 40 pixels. Going across, you move 64.
Weapon
Starting point
your weapon x-625 y-461
enemy weapon x-144 y-18
Shield
Your Shield x-707 y-531
Enemy Shield x-188 y-33
And now the boarders
Raw Boarder Not Scaled
(http://i.imgur.com/EUBjWDy.png)
Boarder Scaled for Weapon/Shields
(http://i.imgur.com/LaKT2FA.png)
Boarder Scaled for Creatures
(http://i.imgur.com/NuoevPN.png)
boarder Scacled for Permanents
(http://i.imgur.com/HzyRNOu.png)
Let me know if there was any more info you needed.
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Ok, been playing this off and on to check up on progress and it is getting better...
I would however like to see a 'game board' instead of just the cards kinda floating in the space. Borders between the players and the field and hand/deck would help visualize everything better.
Also, is there ever going to be a way that a person can 'migrate' their EtG data over to this one? 'Cause, if that's not in the works... I'll prolly never play this one much... Spent too much time on EtG already, not going to do 2+ years again...
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Ok, been playing this off and on to check up on progress and it is getting better...
I would however like to see a 'game board' instead of just the cards kinda floating in the space. Borders between the players and the field and hand/deck would help visualize everything better.
Also, is there ever going to be a way that a person can 'migrate' their EtG data over to this one? 'Cause, if that's not in the works... I'll prolly never play this one much... Spent too much time on EtG already, not going to do 2+ years again...
We are currently working on an actual board.
(http://i.imgur.com/ST5XKZW.png)
Also updated art for when cards are played. (pardon all the shriekers, they are just placeholders for an example of where everything will be.
(http://i.imgur.com/V2cTzYh.png)
Im not helping with the development of anything aside from GUI things like what I just posted, but I doubt that a migration will be possible. Too many different cards, ect for it to be considered a feasible thing. Dont hold me to that, its a feature I would like too, I just dont see it happening. Once again reminder, Im not in charge of the coding, so I could be wrong.
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Just thought it could be worth mentioning :
AI will dive his creatures even if they got negative attack
AI will use PU on his huge bone dragon... who is now -2|6
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how many quests would you like? i have finished making 2 quests and am working on 5 more ^^
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@bripod Well, migrating will be impossible unless you can go convince Zanz to release all user data to me, which I highly doubt is ever going to happen.
@BP Looks great, will start implementing it today.
@jijo Will get fixed.
@d2d I don't erally know how quests will be like, since I have gotten almost no feedback on how they should be. Also, when you make the quests it would be nice if you provided some story. All that's needed is one text to show wen hovering over the quest node for each duel and another text when you have completed it. Also say if you want any of the decks to be double decks and/or double/triple/even more mark.
Also, some icons for status effects would be nice.
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The ones I sent in needed little to no explanation or story and could be done quickly in 2 minutes. If you want them, sure. I'll give them :)
The ones I am working on may need some explanation so I'll give them too.
I poked around in openetg chat and asked about a quest I was working on. Basically, you verse 3 'grunts' in a row without changing decks and remaining hp stays the same. It would provide fun mechanics and interesting battle tactics.
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This is some art jarozaoz just made for openEtG and sent to me instead of to Fippe or posting it here. Thoughts?
I personally like his style with fractals and stuff, specially for spells.
Corpse Explosion
(http://i.imgur.com/U4jRNmO.jpg)
Tempering
(http://i.imgur.com/Ys3mnhj.jpg)
Also, some icons for status effects would be nice.
And for the rarities! :)
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Hahahah, thanks Chapuz for sharing these card arts ^^ ;)
Maybe Fippe will be pleased by those pictures :P
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Corpse Explosion can't be used because it's using non-vrt/pepokish Elements Abomination art
edit & personally I believe one should ask vrt (or anyone) about reusing their art in other card art
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oh true e.e instead of taking card art from EtG, first check it's in openEtG or it will surely don't have permission to use it there
Also, did you draw the sword yourself or you took it from internet?
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oh true e.e instead of taking card art from EtG, first check it's in openEtG or it will surely don't have permission to use it there
Also, did you draw the sword yourself or you took it from internet?
I got a vrt Abomination and sword from internet.
There's a link for normaln version of this sword. http://dribbble.com/shots/1202642-Bilbo-s-Sting
I can remake these arts, to dont use any others art, if you want.
BTW, just maked new card art for Yoink! :P
(http://i.imgur.com/eheukOF.jpg)
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Hmm, just realized problems with this. Creatures with several actives are not gonna have enough space to show there abilities. And getting up the card image might not help, since the abilities might be gained afterwards (the card image shows only the original card).
Examples: Fenghuangs Bounce ability, Unstable Shapeshifters ability. Both of these can be gotten on top of a creatures existing abilities, in which case there will not be able to fit on the small image, and it will not show up on the card image currently either. Suggestions to fix this?
Also, the small text is getting pretty blurry, anyone with experience in javascript/PIXI that could take a look?
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Hmm, just realized problems with this. Creatures with several actives are not gonna have enough space to show there abilities. And getting up the card image might not help, since the abilities might be gained afterwards (the card image shows only the original card).
Examples: Fenghuangs Bounce ability, Unstable Shapeshifters ability. Both of these can be gotten on top of a creatures existing abilities, in which case there will not be able to fit on the small image, and it will not show up on the card image currently either. Suggestions to fix this?
How about clicking a creature shows a drop down menu with the abilities and their costs?
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How about clicking a creature shows a drop down menu with the abilities and their costs?
Really great :o
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Mouse-over in that case would be better I think. A creature will only have one ability with a cost, the other abilities will in that case be "auto actives". So when hovering the mouse over, you could both see the card image, like now, as well as a little expanded info box which shows all abilities and passives.
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Mouse-over in that case would be better I think. A creature will only have one ability with a cost, the other abilities will in that case be "auto actives". So when hovering the mouse over, you could both see the card image, like now, as well as a little expanded info box which shows all abilities and passives.
Fippe is right, card image with stats and abilities, like now, is good enough.
By the way, just maked new art for Corpse Explosion
(http://i.imgur.com/dEjkhYO.jpg)
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Mouse-over in that case would be better I think. A creature will only have one ability with a cost, the other abilities will in that case be "auto actives". So when hovering the mouse over, you could both see the card image, like now, as well as a little expanded info box which shows all abilities and passives.
Yeah, it sounds good.
Also, in the Shop, when you select the elements of the pack you want, the text on the top says the elements. Wouldn't be better if you saw the marks (or also the marks)?
Finally (hey artists!) you can make a pretty shiny box a bit bigger than the packs showed in the shop to show on the back of the packs when you click on them? So you can see an "aura" around the selected pack.
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@bripod Well, migrating will be impossible unless you can go convince Zanz to release all user data to me, which I highly doubt is ever going to happen.
So, you couldn't use the 'decka' info that the card tracking google doc uses to accomplish this?
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Hmm, I suppose that would be possible. But I really don't like the idea of importing an Elements account since the two games have different pacing and a vastly different card acquiring system.
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On the subject of not wanting to regrind for two years, it is much easier to accumulate cards in openetg than vanilla. Orders of magnitude easier.
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On the subject of not wanting to regrind for two years, it is much easier to accumulate cards in openetg than vanilla. Orders of magnitude easier.
Yes, I have seen that, but I'm not willing to put in the time to get back to Trainer Ed and I'd loose all my 50 Nymphs...
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An option for the multiple active skills....
Heads up, this looks ugly, but Its just a really quick concept thing.
(http://i.imgur.com/G2JY50n.png)
So instead of saying the name of the ability, having an elemental icon there would mean that an ability is available, and highlighting the elemental icon would make it so that it showed what the ability is called.
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I think you misunderstand. When I say "actives" I don't necessairily mean abilities you active by clicking on the creature. "active" in this context means all abilities the creature have, including stuff like Pheonix's abilitiy and the Scorpions onhit ability. A creature will still only hae one ability that can be activated by clicking, but it could have more than one active if you include auto-actiuves and onhit-actives. Those extra are what must be seen somewhere.
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I think you misunderstand. When I say "actives" I don't necessairily mean abilities you active by clicking on the creature. "active" in this context means all abilities the creature have, including stuff like Pheonix's abilitiy and the Scorpions onhit ability. A creature will still only hae one ability that can be activated by clicking, but it could have more than one active if you include auto-actiuves and onhit-actives. Those extra are what must be seen somewhere.
Yep. I completely misunderstood that.
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Maybe we should have 3 different skill types. Active (activate by clicking), passive and lobotomizable passive. This way the only text that appears under the creatures are the actives (max 1 per creature) and the other 2 are showed in a box when you hover the creatures. Skills like Airborn are passives and skills like Light (from firefly or RoL) are lobo passives. Problem solved.
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I think you misunderstand. When I say "actives" I don't necessairily mean abilities you active by clicking on the creature. "active" in this context means all abilities the creature have, including stuff like Pheonix's abilitiy and the Scorpions onhit ability. A creature will still only hae one ability that can be activated by clicking, but it could have more than one active if you include auto-actiuves and onhit-actives. Those extra are what must be seen somewhere.
Okay, my drop menu suggestion was really more geared to a case where you'd have to choose an ability to use. If a creature/permanent can only have one of these than using the card info is more inteligent. We could also add the informations that are normally presented in the bottom (like turns of delay/freeze/poison counters, etc) to the card info and make something more integrated.
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art suggestions:
For the steal / yoink art, you could try:
(http://i.imgur.com/7ffXlTv.png)
And how about this for Ouija Essence or Soul Catcher:
(http://i.imgur.com/Fz32jMr.png)
For plague:
(http://i.imgur.com/HBckmmj.png)
For deflag / explosion:
(http://i.imgur.com/DL1qjDM.png)
For flying / animate weapon:
(http://i.imgur.com/bpDclbZ.png)
For poison:
(http://i.imgur.com/BDSWR5f.png)
For Basalisk Blood:
(http://i.imgur.com/iuye7Tk.png)
For ice bolt and firebolt:
(http://i.imgur.com/3PWFUtW.png)(http://i.imgur.com/PMxFvsM.png)
For burn card:
(http://i.imgur.com/u84pIQc.png)
For mutation:
(http://i.imgur.com/G1VXusf.png)
For nightmare:
(http://i.imgur.com/lOG9ZnQ.png)
For sanctuary:
(http://i.imgur.com/pyPTu32.png)
For vampire dagger:
(http://i.imgur.com/4W1n2uE.png)
For Druidic Staff:
(http://i.imgur.com/2ZLpzIs.jpg)
For Staff:
(http://i.imgur.com/feDmoa9.png)
For drain life:
(http://i.imgur.com/DnxezKl.png)
For procrastination, time barrier, or rewind:
(http://i.imgur.com/RPDHJnE.png)
For shockwave:
(http://i.imgur.com/uJy0oa8.png)
For voodoo doll:
(http://i.imgur.com/kZVjErA.png)
For Corpse Explosion:
(http://i.imgur.com/LgqrlqY.png)
For Give / Donate:
(http://i.imgur.com/y0LdAWy.png)
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That BB is literally a stone skin lol
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Are there any plans to show the opponents moves? Right now its very hard to keep track of whats going on.
Also. a feature that would be awesome would be a saver. Where you can actually have decks saved to switch to on the fly.
One more edit.
A giant music file of music created by python. http://j.mp/OiP1eD
http://www.kongregate.com/forums/4/topics/291068?page=2
The actual code is no longer available through that link, and I havent been able to find it anywhere else.
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Are there any plans to show the opponents moves? Right now its very hard to keep track of whats going on.
Also. a feature that would be awesome would be a saver. Where you can actually have decks saved to switch to on the fly.
One more edit.
A giant music file of music created by python. http://j.mp/OiP1eD
http://www.kongregate.com/forums/4/topics/291068?page=2
The actual code is no longer available through that link, and I havent been able to find it anywhere else.
A saver could have issues with storage space in the near feature if it was saved in the server. A different approach would be using cookies, but then you would have your decks saved in only one computer and would lose then if you cleaned all cookies. I think the best solution would be trying to integrate Xeno's deck manager with the card base and do it like we do for regular EtG. Antiaverage should know how feasible it is.
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Just saving something like the deck code, and having a name to go with it, you think would cause too much of a server space issue? Its something Ive never really understood, but Im sure theres something to it that im missing.
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Just saving something like the deck code, and having a name to go with it, you think would cause too much of a server space issue? Its something Ive never really understood, but Im sure theres something to it that im missing.
Multiply it by decks per player and by number of accounts (which is bigger than the number of players). The number of players is not large at the moment, but it'd not scale very well if the game grows. Another solution would be limiting decks per player to 2 or 3 (or a low number). The deck tool doesn't have much of a problem because there is not that much people in the forums (compared to the number of accounts), but I think I have around 100-200 decks stored in it (I have near to 15 labels to organize it).
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Just saving something like the deck code, and having a name to go with it, you think would cause too much of a server space issue? Its something Ive never really understood, but Im sure theres something to it that im missing.
Multiply it by decks per player and by number of accounts (which is bigger than the number of players). The number of players is not large at the moment, but it'd not scale very well if the game grows. Another solution would be limiting decks per player to 2 or 3 (or a low number). The deck tool doesn't have much of a problem because there is not that much people in the forums (compared to the number of accounts), but I think I have around 100-200 decks stored in it (I have near to 15 labels to organize it).
perhaps cookies are a better way to handle this. I.e. players would end up storing their personal deck libraries as cookies on their own browsers instead keeping them serverside.
I would estimate it takes less than about .5 k to store a deck
a card is a 3 letter code plus 1 char of white space -> 4bytes per card * 61 cards -> 244 bytes ... rest left for id etc.
Standard cookie size is 4 k... so leave about 1 k for key, etc. that gives 3 k or 6 decks per cookie. So you can easily store up to 6 decks with no problem.
Domains allow about 300 cookies each... so I think even letting players having as many as 100 decks would be no problem... the entire library would probably take about 50 cookies in total. There would still be plenty of cookies left to the domain.
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If deck lists were stored they'd be encoded. Both server & client know how to encode/decode. Encoding has it so that each unique card you have uses 5 bytes
The average deck will be less than 50 bytes. This deck is 50 bytes, & features 5 forever alone cards, (http://elementscommunity.org/forum/farming-studies-and-statistics/decks-used-against-arena-with-stats-1-32/msg1121009/#msg1121009) so the main hassle is rainbows. HBGB (http://elementscommunity.org/forum/rainbow-decks/hbgb-the-half-blood-grabbow-%28ai4%29%28unupped%29%28rareless%29) is 60 bytes. This The Deck (http://elementscommunity.org/forum/rainbow-decks/dragonsdemesne%27s-rainbow-%27the-deck%27/msg1059613/#msg1059613) is 85 bytes
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so at most, a deck would require 60 * 5 = 300 bytes... if every card were unique. So thats still quite small.
Even with 50 decks per player, 50*300b -> 15 kb per player
So for every 1.5 Gb of storage space server side, you could house decks for about 100,000 players, even at worst case of 60 card decks with all unique cards.
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Yeah, I can probably get it to work. My todo list for openEtG is getting kinda big now with everything, and I'm getting kinda busy with a programming project for school, so we'll see when I implement it. This is opensource for a reason though, right now I am basically doing everything except art and UI (and the UI stuff is still a hassle to implement codewise) myself.
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I'd say the most important thing is Improving the gui so its more user friendl. After that's done I'll see if any of my friends know java and would be willing to help out. It'd look good on a resume at the least.
It'd also really help if this had its own forum section but i doubt that will ever happen due to the nature of what it is.
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javascript* not java. They are two completely different languages.
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Yeah, I can probably get it to work. My todo list for openEtG is getting kinda big now with everything, and I'm getting kinda busy with a programming project for school, so we'll see when I implement it. This is opensource for a reason though, right now I am basically doing everything except art and UI (and the UI stuff is still a hassle to implement codewise) myself.
With that in mind...
ITS ALIVE!
I finally got OpenEtG to compile and run under osx 10.6.8 on my laptop (big thanks to serprex for his help there) so I can try and help out if you want.
I haven't done much in the way of javascript programming yet, but the basic syntax seems similar enough to java an c++, so I should be able to pick it up pretty easily.
So in addition to art, I can help out with some small programing tasks if needed.
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Could you run a todo tutorial to make it run in OSx? I'm interested in it
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My friend is interested in it. So I'm going to send him all the info and direct him here.
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Mohr people in developing :D
Btw a suggested change: Making Shard of Intergrity to Other and (if someone makes a good and fitting Earth Shard idea) then make an other Earth shard in. And making Shard Golems in hand count as a shard for Shard of Integrity. Ability cost are doubled and will be made to Other.
And Other Nymph is pending.
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Could you run a todo tutorial to make it run in OSx? I'm interested in it
Most of this is just a recap of the readme.txt file, but I added notes for what I have had to do for osx
You first have to install all the subprograms from the readme.txt
*** I Used macports for a lot of this, homebrew will work just as well... maybe fink would too.
That should do it.
For you ubuntu / debian users, you should be able to use apt-get to install all the needed programs.
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Just one note. If you ever plan to contribute by uploading to github, you shouldn't edit the buildOpenEtG file, since that weill overwrite the windows file once I download your updates. Better would be to copy it and name the new version buildOpenEtGMac or something.
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Just one note. If you ever plan to contribute by uploading to github, you shouldn't edit the buildOpenEtG file, since that weill overwrite the windows file once I download your updates. Better would be to copy it and name the new version buildOpenEtGMac or something.
ah thankyou! I forgot to mention that in the tutorial.
I actually copied mine and renamed the modified version as buildOpenEtG.osx.bat
I have updated the instruction post accordingly.
Once others start developing, it may be a good idea to have separate branches for the various areas of development.
E.g. maybe have a card dev branch, a UI branch, a quest branch etc.
That way, the master branch can remain "clean" and branches only get merged in once everything is tested and working properly.
For those interested, here is a tutorial page for using git (where I learned to use it): http://schacon.github.io/git/gittutorial.html
lastly, gitk can provide a nice GUI for git. I believe it gets installed when you install git itself using the installer package.
If not, you can always grab a copy using apt-get or macports / homebrew / fink.
Its not as shiny as some of the nice GUIs out there, but its pretty stable.
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I decided to try testing out how to add in a new quest.
So quests all appear to be in ui.main.js
I found the area for quest decks (questNecromancerDecks)
and the section for quest ai building beneath it.
I also tracked down the area where the quest descriptions are stored and the assosciated button adder.
When I modify these appropriately, the game displays the 4th quest button as it should.
(http://i.imgur.com/atiduOk.png)
(I was trying out a new art image for the quest map as well)
However, when I press the button, it just gives the 3rd quest ai instead of creating the ai deck I entered in for stage 4...
Is there some kind of array or variable I need to change so it will create the 4th quest instead of just looping back to the 3rd?
I was having fun using GIMP during a boring bus ride today and had an idea for putting back art just under the text for the various button areas in the lobby. Turned out pretty nice!
(http://i.imgur.com/HOY7nsa.png)
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It looks great! only thing is you used the wrong asset :P
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It looks great! only thing is you used the wrong asset :P
??? I used bg_lobby.png ... It shows up fine when I compile and run it in my browser... that was an actual screenshot.
Which asset needs to be used?
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Oh, I thought that was the actual image you used. Not an in game screen shot :P
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So around 3 people have asked for this to be in a board now. Does this mean it may happen?
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So around 3 people have asked for this to be in a board now. Does this mean it may happen?
Itll be up to higs, but I wouldnt get my hopes up. Its not a matter of if theres an interest, its a matter of this is a forum for ETG, and this is a spinoff of ETG that isnt in any way sanctioned by the creator.
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@Odin: Try to find me in chat and I can try to help you.
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It will probably be the weekend before I am able to try this out, so if someone else is able to get to it before me, then please do. Right now the game doesnt support touchscreens at all, which is sad because android phones (dont know about iphones) can run javascript games like this.
http://benhowdle.im/touche/
That link shows how touchscreen support can be implemented. Although I dont have any javascript experience, hopefully my limited experience with AS2/3 will help me in a situation like this where just a code snippet is all thats needed.
<!-- somewhere before the rest of your JavaScript code -->
<script type="text/javascript" src="/path/to/touche.js"></script>
// applying a click event to one element
Touche(document.querySelector('#myButton')).on('click', handleClick);
// or to multiple at once
Touche(document.querySelectorAll('.myButtons')).on('click', handleClicks);
// or with jQuery
$('.myButtons').on('click', handleClicks);
If its not as simple as it currently appears, then maybe someone who has more coding experience than me will be able to help fippe94 out with this since he is already doing a ton of work. My friend hasnt gotten back to me since I helping out with this game yet.
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Afla-plague Epidemic... for fun and profit
(http://i.imgur.com/C6IvPUu.png)
It may not be the most efficient or best at EM but sure is fun to put 90+ poison into a hapless AI :D
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It will probably be the weekend before I am able to try this out, so if someone else is able to get to it before me, then please do. Right now the game doesnt support touchscreens at all, which is sad because android phones (dont know about iphones) can run javascript games like this.
http://benhowdle.im/touche/
That link shows how touchscreen support can be implemented. Although I dont have any javascript experience, hopefully my limited experience with AS2/3 will help me in a situation like this where just a code snippet is all thats needed.
<!-- somewhere before the rest of your JavaScript code -->
<script type="text/javascript" src="/path/to/touche.js"></script>
// applying a click event to one element
Touche(document.querySelector('#myButton')).on('click', handleClick);
// or to multiple at once
Touche(document.querySelectorAll('.myButtons')).on('click', handleClicks);
// or with jQuery
$('.myButtons').on('click', handleClicks);
If its not as simple as it currently appears, then maybe someone who has more coding experience than me will be able to help fippe94 out with this since he is already doing a ton of work. My friend hasnt gotten back to me since I helping out with this game yet.
I'd be more than fine playing openEtG on my iPod. Please do this :)
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Afla-plague Epidemic... for fun and profit
(http://i.imgur.com/C6IvPUu.png)
It may not be the most efficient or best at EM but sure is fun to put 90+ poison into a hapless AI :D
One of my decks is almost like this. Aflaing my own photons with Empathic Bonds for stalling. I see you opted for all drawpower, right?
By the way, due to Plague's buff, it should be reworded to "Infect every target player's creatures. Removes invicivility"
Finally, in the mulligan turn maybe your hand should be marked with something that shows you you can't play cards. Or just mark all your cards unplayable.
Also, bug:
1) Opponent has Otyugh
2) I play photon with afla, both in the same turn
3) The photon dies, and no Malignant Cell is generated.
EDIT: Same happens if the opponent kills my afla'd skele with a fire bolt. The bug is either in the afla status or in the killing. What I guess is that afla only acvtivates when the opponent dies of poison, but I didn't see the code.
Another bug (?): Neither me nor the opponent receive the poison from my Epidemic when the opponent has Bubble Shield.
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Afla-plague Epidemic... for fun and profit
(http://i.imgur.com/C6IvPUu.png)
It may not be the most efficient or best at EM but sure is fun to put 90+ poison into a hapless AI :D
One of my decks is almost like this. Aflaing my own photons with Empathic Bonds for stalling. I see you opted for all drawpower, right?
Ya, I went for combo speed. Few frills as possible (except some condors just in case). My newest record is 229 poison :)
By the way, due to Plague's buff, it should be reworded to "Infect every target player's creatures. Removes invicivility"
Finally, in the mulligan turn maybe your hand should be marked with something that shows you you can't play cards. Or just mark all your cards unplayable.
Also, bug:
1) Opponent has Otyugh
2) I play photon with afla, both in the same turn
3) The photon dies, and no Malignant Cell is generated.
EDIT: Same happens if the opponent kills my afla'd skele with a fire bolt. The bug is either in the afla status or in the killing. What I guess is that afla only acvtivates when the opponent dies of poison, but I didn't see the code.
I'll dig through the code and see if I can figure out why
Another bug (?): Neither me nor the opponent receive the poison from my Epidemic when the opponent has Bubble Shield.
Hmm... bubble shield has the "clear" ability so are you certain this isn't the opponent using the ability to clear their poison?
I'll have a look at the coding for epidemic to see if I can find a possible reason.
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About the bubble shield, ignore it. It was surely me not playing an epidemis before xD
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I'd be more than fine playing openEtG on my iPod. Please do this :)
This would be the best thing, and would probably help a whole lot for getting players.
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No promises, but I have been looking through the code at work and I think I understand exactly how to put this in. If I'm right then depending on how much trouble the programs for editing and testing give me for installing I should have this done by 5 CT awaiting a rollout. I could be terribly wrong though.
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No promises, but I have been looking through the code at work and I think I understand exactly how to put this in. If I'm right then depending on how much trouble the programs for editing and testing give me for installing I should have this done by 5 CT awaiting a rollout. I could be terribly wrong though.
Sweet!
I finally fixed the bug I was having (with lots of help from Fippe) and I am ready to start coding in new quests. It seems fairly straight forward now (at least for the necromancer quest line)... There appears to be a means of switching quest lines which I'll delve into as well.
At any rate, hopefully that can take some of the strain off of Fippe and the other devs.
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No promises, but I have been looking through the code at work and I think I understand exactly how to put this in. If I'm right then depending on how much trouble the programs for editing and testing give me for installing I should have this done by 5 CT awaiting a rollout. I could be terribly wrong though.
Sweet!
I finally fixed the bug I was having (with lots of help from Fippe) and I am ready to start coding in new quests. It seems fairly straight forward now (at least for the necromancer quest line)... There appears to be a means of switching quest lines which I'll delve into as well.
At any rate, hopefully that can take some of the strain off of Fippe and the other devs.
Currently there doesn't seem to be any incentive for completing quests. Is there a chance of this being added in later? Or am I just missing somethinf
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rewards from completing a questline will be added, the current quest is basically there only to test/show the system.
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rewards from completing a questline will be added, the current quest is basically there only to test/show the system.
OK makes sense. A proof of concept thing. A quest system will give a nice change compared to endless grinding. An achievement system would also be nice so defeating tons of the same thin over and over can feel like you are accomplishing something. You think a new topic about feature requests would be good to have?
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Quests and achievements would be a good way to work in dispersal of ultra-rare cards (like nymphs).
For those interested, I added a couple more quests. With Fippe's permission, I will post a link to the github fork I created for people who want to test them out.
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I can just add it in the game, you know :)
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I can just add it in the game, you know :)
That works too! (you should have full access to the git fork I made if needed)
rewards from completing a questline will be added, the current quest is basically there only to test/show the system.
Looking through the coding in ui.main, it looks like adding quest rewards would just require adding a branch to the appropriate spot in the "startMatch" function... maybe a card code array could be used to store reward codes for each quest. This would just get fed into game.cardreward correct?
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Better to add questrewards inside the mkQuestAi function, similar to how stuff like wintext works.
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Regarding quest rewards and late-game pve content in general, I would personally recommend having (quite a few) early-game quests that provide bonus packs/cash/etc, and having late-game content provide aesthetic boosts and other prestige effects that don't have any impact on gameplay. Examples are "foil" versions of normal cards, alternate card art (assuming we hit a point where we have enough art), alternate card backs, alternate playing field backgrounds, achievements listed on an account profile, etc. This gives the people who like playing a long pve game and/or who like having the prestige stuff something to do, while not requiring that people who are only interested in pvp grind a million years to have a strong card pool. Aesthetic/prestige stuff could be handled either via having it be direct rewards for certain quests/cheevos (i.e. complete this long late-game questline, get a pretty new playing field), as well as by having an aesthetic "shop" where you can purchase aesthetic boosts for large chunks of gold.
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Note for quests: they must NOT be "defeat this AI 10000 times", it must be something you must be proud of, like "defeat this super AI without using permanents except pillars and pendulums", "defeat this AI deck with a deck with no pillars or pendulums", or "defeat this AI using any copies of a single creature", etc.
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Porque no los dos?
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Note for quests: they must NOT be "defeat this AI 10000 times", it must be something you must be proud of, like "defeat this super AI without using permanents except pillars and pendulums", "defeat this AI deck with a deck with no pillars or pendulums", or "defeat this AI using any copies of a single creature", etc.
I assume you are talking more about achievements. Quests are something different. Try it ingame if you haven't already.
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Well, implementing touch wont be as easy as I hoped it would be. Im still going to keep looking at it, but it wont be as soon as I was hoping unfortunately.
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Is it possible to give multi-draw to AI players yet (ie. let it draw more than 1 card per turn)... I see that multi-decking is available but I cant find a way to do give more draw power.
Note for quests: they must NOT be "defeat this AI 10000 times", it must be something you must be proud of, like "defeat this super AI without using permanents except pillars and pendulums", "defeat this AI deck with a deck with no pillars or pendulums", or "defeat this AI using any copies of a single creature", etc.
Forcing special deck rules would be tricky. I think it might be doable, but would require some significant code rewiring.
The simplest thing would be a "card ban list" which would run a filter that spits out "deck invalid for this quest" if the player has any unauthorized cards...
More advanced restriction would be more difficult.
This Might be useful for tournaments come to think of it... making a nice user friendly interface for TO's to use could be a fun feature in the future. But that will probably take quite a bit of coding.
Perhaps in the future I or someone else could write a deck checker script and interface. It would probably take more time than I can give at the moment, however.
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Well, implementing touch wont be as easy as I hoped it would be. Im still going to keep looking at it, but it wont be as soon as I was hoping unfortunately.
Just as a random suggestion for mobile: if you're running into the no-mouseover problem and you don't already have an answer, have the game (when it detects mobile, or possibly just always) add a magnifying glass icon somewhere off to the side of your side of the field that lets you toggle "view" mode. When in view mode, clicking on something triggers the effect a mouseover would have, and either viewing something else or leaving view mode triggers a mouseout.
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@Odin: think about this: ab 'allowed card list' or 'banned card list' for a quest is all what's needed. "Make this without permanents" is just banning them (yes, one by one and will require updates each time a new permanent is added). A better solution is to iterate all the cards and filter the permanent attribute. It seems this might need different types of conditions for different achievements.
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Quick suggestions,
In the Upgrade screen, it would be nice to see the upgraded version of the card before we actually upgrade (On mouseover would be great, showing the current card and the upgraded card right next to it)
And for the upgraded Towers, adding the phrase "Gain 3 extra quantum when you play this card" to the card text (or something similar) would be good.
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http://m.youtube.com/results?q=extra%20credits%20achievements&search_sort=relevance&search_type=search_all&uploaded=&sm=1
Here's something about achievements. I opened it from my phone so I hope it opens in a computer
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Questing options update:
Questing appears to be more or less seperated from standard AI options, so I can tweak and hack pretty broadly without impacting other pve grinding or pvp options. Of course, some things will be easier to do than others...
With that in mind, it looks like I should be able (without TOO much effort):
-Force a player to have a specified starting hp / max hp
-Force a player to use a particular deck
-Forcibly add or remove specific cards from a players deck
With a little more effort:
-Allow more flexible deck restrictions (i.e. change cards of a given type, and enforce specific numbers of certain cards)
-Give an error message and Kick players to the deck editor if their deck is invalid for the given quest
I'm still working on:
-Endurance trial like questing (i.e. make the players remain HP and / or cards carry over from one quest to the next)
-Giving player or AI starting cards. I.e.pets seem trickier to implement than I first thought :(
I should also be able to set quest rewards as specific cards and gold levels fairly easily.
I could use some ideas for quests at this point... Deck ideas, story lines, etc.
comments / input / wishlists for above options would be useful too!
Achievements may take much more work since I would have to add hooks into the game engine itself, whereas the quest options I mention can be done in their own nice little self contained areas with little or no modification to the main gameplay engine.
Also, achievements will probably need their own little viewing area (maybe a trophy room?) ... and also probably a way to share with others (what good is a trophy if you can't brag right?)
That will take a good deal of UI coding... (I'm a quick study, but this is still only my first week of learning jscript after all)
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Odin, answer me in chat and I can tell you a bit more how to make some of these stuff pretty easily.
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Suggestion:
I would love it if i could choose the 4 elements I want to appear in my pack.
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Duel UI changed, and looks really good. I'ts not perfect, but good enough to change to. Please leave feedback about how to fix some stuff that looks off.
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Really nice. Finally chat works. ^^
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Duel UI changed, and looks really good. I'ts not perfect, but good enough to change to. Please leave feedback about how to fix some stuff that looks off.
I'm going to have a more symmetrical layout finished up after I get off work today. Got the coordinates for where everything is going to be already but haven't implemented it along with the bevels yet.
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My take on balancing the openEtG economy.
Okay, so yesterday I saw a player rage quit when they found out that upgrading required six of a given card…
I do have to agree, it would be nice to have the option of either 1) using 6 cards -> 1 upgraded card or 2) Crap tons of gold + 1 card -> 1 upgraded card.
There should be incentive to use the 6 card method, so the upgrade cost should be set appropriately…
Maybe set it to be 12 times the effective value of an unupgraded shard? (That comes out to about 400G)
Also, since there is no bazaar to sell cards at, we should probably put in a way to downgrade cards... easy thing would be to give back gold in exchange (200G maybe?... ie 2 upgrades shredded -> 1 new upgrade of your choice)
This all got me to thinking about the economy in openEtG and how to balance it better.
While fiddling with my entropy deck I was reminded that Zanz was a chemical engineer at one point (because chemists have to deal with the concept of entropy a lot)... which made something click!
Entropy could be the key to balancing the economy... Or at least give us an idea of what the distribution of card rarities should be for AIs.
Entropy is the way a system will naturally try to distribute its energy out over a given number of states with various amounts of energy.
The probability a given 'quantum' of energy is placed in a state is given by a Boltzmann distribution
E.g. P(state) = exp( - Estate / Eavailable) / Q
where Q is basically the sum of the exp() values for all states
Well… we can think of our currency as energy!
Each card counts as 1 "state".
We know the values of each card based on booster pack prices and rarity counts
-> The "energy" of a state is the value of that card's rarity
-> For upgraded cards, we just multiply by 6 since it takes 6 unupped to make 1 upped
We can think of each AI level as an independent "system" where the available "energy" is the gold reward value for that AI.
… so… For the simplest approach, we can just use the 4 types of winnable rarities.
From some linear algebra, you would get:
common -> 1.667G, uncommon -> 6.667G, rare -> 28.33G, shard -> 33.33G
I have included the spreadsheet I made for this approach and committed it to my openEtG branch on GitHub, so anyone who wants can grab a copy or have a look: https://github.com/OdinVanguard/openEtG.git
… To do a really thorough job, I should actually include degeneracy… basically this would be a count of the total number of cards in each rarity.
This is a bit more complex, so I'll add it in later. For now, this is just a proof of concept.
Have a look at the sheet. The reward probabilities actually do seem to make good sense at a glance, even with this slightly easier approach.
In sticking with vanilla EtG I'll give the results where no shards are obtained from AIs (comma sperated format)
unupgraded probabilities
#AI_Type,P(common),P(uncommon),P(rare)
commoner,72.86%,26.79%,0.35%
mage,49.90%,28.44%,3.26%
champion,35.10%,27.33%,9.25%
upgraded probabilities
#AI_Type,P(common),P(uncommon),P(rare)
mage,20.38%,1.01%,0.00%
champion,23.14%,5.16%,.01%
demigod,67.09%,31.68%,1.23%
interestingly enough it seems that each AI level will have its own unique rarity optimum.
I.e. commoners are best for… commons
mages are good for uncommon
champions are good for rares
demigods are good for upped
Using this would be pretty simple… When AI decks get constructed, we have the deck generator pick a rarity first, then pick which card of that rarity to put in.
Rewards are automatically generated from the AI's deck so this should work out perfectly.
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Lots of new card art added, note to any currrent and future art maker: Please make your art 128x128 png files, makes my job much easier :D
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Lots of new card art added, note to any currrent and future art maker: Please make your art 128x128 png files, makes my job much easier :D
Will do! ... I had no idea what size before hand, so I'll try to format nicely for you ahead of time from now on
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Card text on Flooding needs changed to match the new UI. It stays "cards past the first column die", but since the display pattern changed, the "first column" is no longer an accurate descriptor of the locations.
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Also, want some feedback on quest system:
I am planning to have several independent quests, some which might be unlokced from the start, some which might unlock as you complete others (so a longer story maybe) and some that unlock when you finish certain requirements (such as gettin 100 light cards for example)
As you see in the Necromancer example quest, each stage in the quest is represented with an icon that you click to start the duel.
Now I want to know what people think. Since you will have several quests, how will they be shown? Some alternatives:
1. One big map where all stages of all quests are shown, like it is now but with more quests on the same map (might be crowded when more quests is added)
2. A Menu that pops up when you click Quests the show a list of all the quests (possibly including the ones you haven't unlocked yet, and it would say the requirements). And once you choose a quest you would get to a map-like place where the stages are shown, like now.
3. One big map where all quests are shown as icons. When you click an icon you get to a smaller zoomed in map where the stages are shown (so like a mix of 1 and 2).
Or any other idea you might have. I woul presonally prefer 2 or 3, but 3 needs someone (not me, I can't draw) to make an entire world map for the game, preferably with all elements having its own area/country and probably some "neutral" areas as well.
No one responded to this, and some discussion about how to display different quests would be great.
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Also, want some feedback on quest system:
I am planning to have several independent quests, some which might be unlokced from the start, some which might unlock as you complete others (so a longer story maybe) and some that unlock when you finish certain requirements (such as gettin 100 light cards for example)
As you see in the Necromancer example quest, each stage in the quest is represented with an icon that you click to start the duel.
Now I want to know what people think. Since you will have several quests, how will they be shown? Some alternatives:
1. One big map where all stages of all quests are shown, like it is now but with more quests on the same map (might be crowded when more quests is added)
2. A Menu that pops up when you click Quests the show a list of all the quests (possibly including the ones you haven't unlocked yet, and it would say the requirements). And once you choose a quest you would get to a map-like place where the stages are shown, like now.
3. One big map where all quests are shown as icons. When you click an icon you get to a smaller zoomed in map where the stages are shown (so like a mix of 1 and 2).
Or any other idea you might have. I woul presonally prefer 2 or 3, but 3 needs someone (not me, I can't draw) to make an entire world map for the game, preferably with all elements having its own area/country and probably some "neutral" areas as well.
No one responded to this, and some discussion about how to display different quests would be great.
I love idea #3, though I personally can't draw.
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Also, want some feedback on quest system:
I am planning to have several independent quests, some which might be unlokced from the start, some which might unlock as you complete others (so a longer story maybe) and some that unlock when you finish certain requirements (such as gettin 100 light cards for example)
As you see in the Necromancer example quest, each stage in the quest is represented with an icon that you click to start the duel.
Now I want to know what people think. Since you will have several quests, how will they be shown? Some alternatives:
1. One big map where all stages of all quests are shown, like it is now but with more quests on the same map (might be crowded when more quests is added)
2. A Menu that pops up when you click Quests the show a list of all the quests (possibly including the ones you haven't unlocked yet, and it would say the requirements). And once you choose a quest you would get to a map-like place where the stages are shown, like now.
3. One big map where all quests are shown as icons. When you click an icon you get to a smaller zoomed in map where the stages are shown (so like a mix of 1 and 2).
Or any other idea you might have. I woul presonally prefer 2 or 3, but 3 needs someone (not me, I can't draw) to make an entire world map for the game, preferably with all elements having its own area/country and probably some "neutral" areas as well.
No one responded to this, and some discussion about how to display different quests would be great.
I love idea #3, though I personally can't draw.
give ideas and people might be able to implement them though.
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Also, want some feedback on quest system:
I am planning to have several independent quests, some which might be unlokced from the start, some which might unlock as you complete others (so a longer story maybe) and some that unlock when you finish certain requirements (such as gettin 100 light cards for example)
As you see in the Necromancer example quest, each stage in the quest is represented with an icon that you click to start the duel.
Now I want to know what people think. Since you will have several quests, how will they be shown? Some alternatives:
1. One big map where all stages of all quests are shown, like it is now but with more quests on the same map (might be crowded when more quests is added)
2. A Menu that pops up when you click Quests the show a list of all the quests (possibly including the ones you haven't unlocked yet, and it would say the requirements). And once you choose a quest you would get to a map-like place where the stages are shown, like now.
3. One big map where all quests are shown as icons. When you click an icon you get to a smaller zoomed in map where the stages are shown (so like a mix of 1 and 2).
Or any other idea you might have. I woul presonally prefer 2 or 3, but 3 needs someone (not me, I can't draw) to make an entire world map for the game, preferably with all elements having its own area/country and probably some "neutral" areas as well.
No one responded to this, and some discussion about how to display different quests would be great.
I love idea #3, though I personally can't draw.
give ideas and people might be able to implement them though.
I'd love to see "restricted deck quests" - "only vanilla creatures can enter this land," for example, or "only darkness cards may pierce the depths of the dark place." (lame wording, I know), for one quest idea that's occurring to me.
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I like the idea of one big map to work from... This would be a neat way to break up questlines as different zones on the map.
It opens up a lot of ways to work in a story / game format.
For instance, each starter could start out in a different zone on the map and would unlock other zones by completing portions of the questline.
So choice of starter would have a bit more significance.
This also means that the starting questline a player gets could be tailored to their starter deck. It makes a great way to help new players learn their element of choice.
It would take a lot of time and coding but that would be pretty awesome for new players, and it would give even veteran players something fun to do... I.e. try running each quest line using only the starter deck and any rewards collected along the way.
This also gives a nice vehicle to hook achievements into (when / if those get implemented).
I'd love to see "restricted deck quests" - "only vanilla creatures can enter this land," for example, or "only darkness cards may pierce the depths of the dark place." (lame wording, I know), for one quest idea that's occurring to me.
I'm working on that right now as a matter of fact :D
Fippe helped me make a simple error message if the deck doesn't match... I'm also working on having some quests that "morph" the player's deck automatically. So, you could make quests where all the players creatures get transformed into cells, or their shields all get disenchanted (become regular shield or tower shield cards) etc.
It is also easy to set the player's starting HPS, so you could have encounters where the player starts wounded... or maybe has a temporary power boost :P
... The same goes for mark as well.
So far, the only thing I'm not able to do easily is give the player or ai starting cards (sorry no pets yet :(... )
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Have you ever played diablo 3? Its quest set up is pretty interesting. You have 5 different acts and each of those acts have different quests. A similar set up would work here I think. Different maps could be based on the difficulty of the quest line. It could even be set up where some maps are found randomly by defeating the ai.
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I don't know exactly how you want it, but I picture it like this:
When you click "Quests" you get to a world map. The regions on this map are clickable, and when you clicka region you get to a more zoomed in map where the actual quest stages are.
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I don't know exactly how you want it, but I picture it like this:
When you click "Quests" you get to a world map. The regions on this map are clickable, and when you clicka region you get to a more zoomed in map where the actual quest stages are.
that's similar to the diablo style. I like that type of map.
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I agree on having different acts with several quests per act, then you can get certain achievements for completing them. A good idea is forcing the player to do the quests in order, but have at least 2 active acts at the beginning and each task unlocks a new one, so you always have at least 2 active quests until you finish them all.
However, I don't like the map thing. I like where the attention of the CCGs is focused on the game, not on the out-game stuff. But that's just my point of view.
New battle UI: It looks pretty good. What about moving the full card when hovering a card over the opponent's quanta instead of showing it in such an uncomfy place of the battle field?
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I agree on having different acts with several quests per act, then you can get certain achievements for completing them. A good idea is forcing the player to do the quests in order, but have at least 2 active acts at the beginning and each task unlocks a new one, so you always have at least 2 active quests until you finish them all.
However, I don't like the map thing. I like where the attention of the CCGs is focused on the game, not on the out-game stuff. But that's just my point of view.
I don't know how many of you have played the old shareware game "Escape Velocity" but it had a very intricate and interesting quest system.
Essentially the available quests and their outcomes would be influenced by what the player had done in previous quests, their current ship (deck in our case), amount of cash, etc.
This would amount to making a (relatively global) variable array to store quest completion statuses that could be accesed by the quest building routine (which would run conditionals to figure out what to do in turn)
It would be very similar to the infrastructure that would be needed to implement achievements I think.
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My personal opinion is that most quest should not follow a "main story", but rather be seperate stories (some could be connected though), so I don't really like the idea of "acts".
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My personal opinion is that most quest should not follow a "main story", but rather be seperate stories (some could be connected though), so I don't really like the idea of "acts".
How do you feel about having events / actions in one quest affect available stages in other quests.
I.e. by finishing certain stages, achievements, etc. in one quest line, the player can unlock stages in other quest lines...
Or conversely, a player finishing a stage in one questline could disable stages in other quest lines... For instance, you could have 12 seperate stages that provide one of the 12 rare weapons each. Once one is finished the others are disabled (or maybe require additional questing to unlock again).
For example, the player can get their first weapon by finishing any 3 stages, to get their next they have to finish 3 more stages, etc. Each time, they could get one of the 12 rare weapons by finish one of 12 special quest line. Finishing one of the 12 disables the others until they get unlocked again by more questing.
So by the end, the player can collect all 12 weapons but has to do lots of questing to get them.
It would give a much more fun alternative to monotonous grinding in order to get very rare cards... They could still grind for the cards or find them in packs, but it gives players a way to get what they need without relying on blind chance.
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My personal opinion is that most quest should not follow a "main story", but rather be seperate stories (some could be connected though), so I don't really like the idea of "acts".
Also good.
I see that if I win a game with less than full HP but my permanents (emphatic bond) make me full HP in my last turn it doesn't give me the 2x reward from the EM. Anyone else?
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Having some quests unlocking other quests or parts of other quests I have nothing against, I just don't want everything there revolving around a big "story mode".
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Chat updated with a "/who" command. Typing it will show a list of active users, and you are considered active if you have done anything (playing a game, chatting, buying a pack...) in the last 15 minutes.
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awesome! It will be nice to be able to see if anyone else is on.
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Changed the way booster packs work. You now choose an element, and every card in your pack will have a 40% of being that element and 60% chance of being something else. Also changed the contents of gold a platinum packs a bit.
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I couldn't make a champion grinder with this yet, but Kittens + Ouija Essence is a quite good draw denial. Get it fast with a bone wall and it can be actually good.
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oh true e.e instead of taking card art from EtG, first check it's in openEtG or it will surely don't have permission to use it there
Also, did you draw the sword yourself or you took it from internet?
I got a vrt Abomination and sword from internet.
There's a link for normaln version of this sword. http://dribbble.com/shots/1202642-Bilbo-s-Sting
I can remake these arts, to dont use any others art, if you want.
BTW, just maked new card art for Yoink! :P
(http://i.imgur.com/eheukOF.jpg)
Fippe, Yoink is my art, bur you placed this in Art Credits to OdinVanguard...
Im not mad but something, but if you will be able, i would be pleased by change of that ;)
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vamp stilleto doesnt show its art while in the weapon slot
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Sometimes art doesn't show for cards on the field, I will look into it later.
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the server wasn't responding to my account, I think.
Theraxin didn't get my 3rd trade request (we traded 2 cards before though)
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oh true e.e instead of taking card art from EtG, first check it's in openEtG or it will surely don't have permission to use it there
Also, did you draw the sword yourself or you took it from internet?
I got a vrt Abomination and sword from internet.
There's a link for normaln version of this sword. http://dribbble.com/shots/1202642-Bilbo-s-Sting
I can remake these arts, to dont use any others art, if you want.
BTW, just maked new card art for Yoink! :P
(http://i.imgur.com/eheukOF.jpg)
Fippe, Yoink is my art, bur you placed this in Art Credits to OdinVanguard...
Im not mad but something, but if you will be able, i would be pleased by change of that ;)
I was wondering who's art that was... I didn't know who actually made the art or I would have brought it up myself.
Nice job on it by the way. Looks good!
I have finished implementing a deck morph option for questing. I.e. when building quests you can "morph" the player's deck so that cards get changed from one type to another.
E.g.
morphFrom["code1 code2 code3"]
morphTo["codeA codeB codeC"]
would morph any copies of the cards with codes code1,code2, or code3 into the cards codeA,codeB, and codeC respectively.
The modified version is up on my github account. https://github.com/OdinVanguard/openEtG.git
Its not all polished and ready to go live yet, but for those who want to check it out it should be fully functional.
Also, the player's HP and mark can be set to new values for quests as well.
Let me know if you have any cool quest stage ideas and I'll work at coding them in.
...Eventually I'll try and see if I can make a quest loading module and build a GUI and modularize the quest code to load from an external file so that others can build and share quests without having to hard code them into the game themselves.. but that may take quite some time.
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Suggestion :
considering today is my birthday, i totally should be getting a free green nymph :silly:
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speaking of nymphs, how many does everyone have? i have an auburn :)
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This turned out really well. Been working on a new main screen. Im going to try to figure out the coding to it. Instead of tiny buttons, it has awesome looking giant ones that also show off card art.
(http://i.imgur.com/985jCyp.png)
Thoughts? Do you like the style? Hate it? Suggestions?
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speaking of nymphs, how many does everyone have? i have an auburn :)
didn't even knwo nymphs were gettable. Which means, none.
Well then if nymphs are gettable, i should get a dark mark for my bday instead :D
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Nymphs can be obtained from Oracle like normal EtG.
I got a Queen long ago. I think it might've been the first nymph on OpenEtG?
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This turned out really well. Been working on a new main screen. Im going to try to figure out the coding to it. Instead of tiny buttons, it has awesome looking giant ones that also show off card art.
(http://i.imgur.com/985jCyp.png)
Thoughts? Do you like the style? Hate it? Suggestions?
seems good and then you realise out most of the cards the shards are the least fancy art cards.
so as not to double post how complicated is it to fix the experimental ai everytime i play with experimental ai the game freezes on the ais first turn, which wouldn't be so bad except i kill champs and mages
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Has Zanzarino ever approved of this?
Or did some people just take his game and now do whatever they want with it, then are surprised that he doesn't work on the official game any more?
As far as I know, he always seemed very adamant about having decisional power on every aspect of his game.
The 1.4 update seemed well underway and Zanzarino seemed to show some enthusiasm for the new version, isn't it strange that all this work stopped right when some people thought they'd just did what they felt like with his game?
This EtG-farce seems to include everything the creator wanted to avoid, booster packs, trading systems, its just like every other mediocre CCG/TCG that's found out there and in my opinion it's an insult to Zanzarino and to the original EtG and has no place on this forum.
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Has Zanzarino ever approved of this?
Or did some people just take his game and now do whatever they want with it, then are surprised that he doesn't work on the official game any more?
As far as I know, he always seemed very adamant about having decisional power on every aspect of his game.
The 1.4 update seemed well underway and Zanzarino seemed to show some enthusiasm for the new version, isn't it strange that all this work stopped right when some people thought they'd just did what they felt like with his game?
This EtG-farce seems to include everything the creator wanted to avoid, booster packs, trading systems, its just like every other mediocre CCG/TCG that's found out there and in my opinion it's an insult to Zanzarino and to the original EtG and has no place on this forum.
I'm quite sure that Zanz absence has nothing to do with open etg. And I hope he knows that this is not intended to steal his game but to improve it and so on. Further more open etg is mainly a reaction to Zanz absence since while he wasn't here we had to create something to test things while he wasn't here.
Open etg can be used to balance cards test new cards and see if different functions could work however while doing this we also borrow his game. However I agree that we might need to step back and take a look at what we create and intend to create. I think it's up to the council what focus openetg should have. I personally think open etg is good but that Zanz should accept it.....
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Zanz's acceptance is a matter of respect, OETG is running with all the lisences of an independant game.
This turned out really well. Been working on a new main screen. Im going to try to figure out the coding to it. Instead of tiny buttons, it has awesome looking giant ones that also show off card art.
(http://i.imgur.com/985jCyp.png)
Thoughts? Do you like the style? Hate it? Suggestions?
Cards for AIs look pretty good (add the shading art for the Champions, or other good looking creatures). For the rest I would pick only 1 art per thing. Golden goose for shop is a must. No idea about the rest
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Has Zanzarino ever approved of this?
No, he have not said a single word about this. He have apparently looked at the topic though. Believe me, if there was any way to get zanz attention at all these days, I would love to hear what he has to say about this.
Or did some people just take his game and now do whatever they want with it, then are surprised that he doesn't work on the official game any more?
I have no idea what you mean with "take his game". The original Elements is unchanged, and I highly doubt we are stealing any potential players away form Elements.
As far as I know, he always seemed very adamant about having decisional power on every aspect of his game.
He has. OpenEtG is a different game than Elements, and I have no intention of "stealing" Elements.
The 1.4 update seemed well underway and Zanzarino seemed to show some enthusiasm for the new version, isn't it strange that all this work stopped right when some people thought they'd just did what they felt like with his game?
Are you implying Zanz stopped working because of this? Seems like a really weird conclusion to draw in my opinion. In fact I believe the idea of openEtG started because Zanz didn't seem to continue working on Elements.
This EtG-farce seems to include everything the creator wanted to avoid, booster packs, trading systems, its just like every other mediocre CCG/TCG that's found out there and in my opinion it's an insult to Zanzarino and to the original EtG and has no place on this forum.
"EtG-farce"? I don't even... Again, openEtG is a DIFFERENT game than Elements, and most of these stuff were added BECAUSE I wanted it to be different and not just a copy.
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Has Zanzarino ever approved of this?
Or did some people just take his game and now do whatever they want with it, then are surprised that he doesn't work on the official game any more?
As far as I know, he always seemed very adamant about having decisional power on every aspect of his game.
The 1.4 update seemed well underway and Zanzarino seemed to show some enthusiasm for the new version, isn't it strange that all this work stopped right when some people thought they'd just did what they felt like with his game?
This EtG-farce seems to include everything the creator wanted to avoid, booster packs, trading systems, its just like every other mediocre CCG/TCG that's found out there and in my opinion it's an insult to Zanzarino and to the original EtG and has no place on this forum.
Notice that even the moderators have not only posted in here, but also talked about having a sub forum of the game. This is a completely different coding language as well. I dont know how much you know about coding, but changing languages isnt as simple as "insert the code into a program and you magically have a new language". It has to be built from the ground up. Zanz has yet to comment on this, because he is pretty much impossible to get ahold of. One of the reasons this doesnt have its own subforum yet is because the mods have tried to contact Zanz and ask what his thoughts on it having its own subforum would be, and they cant get ahold of him. I get a chuckle that you think that he doesnt work on the game BECAUSE of this though.
Elements 1.25 (Semi-Permalink)
« on: August 08, 2010, 04:10:47 PM »
4 months later
Elements 1.26 (Semi-Permalink)
« on: December 13, 2010, 05:45:26 AM »
2 months later
Elements 1.27, 1.271, 1.272 Live (Semi-Permalink)
« on: February 02, 2011, 09:53:18 PM »
5 months later
Elements 1.28x (Semi-Permalink)
« on: July 01, 2011, 10:45:19 PM »
2 months later
Elements 1.29 (Semi-Permalink)
« on: September 19, 2011, 06:07:36 AM »
3 months later
Elements 1.30 (Semi-Permalink)
« on: December 30, 2011, 05:51:14 AM »
4 months later
Elements 1.31 (Semi-Permalink)
« on: April 25, 2012, 02:57:27 AM »
8 months later
Elements 1.32 (Semi-Permalink)
« on: December 19, 2012, 05:02:17 AM »
6 months later
Elements 1.4 (Semi-Permalink)
« on: July 29, 2013, 06:06:57 AM »
Its now 10 months later and the latest patch hasnt been implemented. So Its been 16 months since the game was last updated. Thats the real issue.
So Its been 16 months since the game was last updated. This started 4 months ago. Dont get me wrong, you dont have to like Open ETG, but you should check out what you say before you post it to see if theres ant merit to it.
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So Its been 16 months since the game was last updated. This started 4 months ago. Dont get me wrong, you dont have to like Open ETG, but you should check out what you say before you post it to see if theres ant merit to it.
I stated most thoughts about Zanzarino's reactions to this as questions.
I stand to everything I wrote here, I'm not the only one who thinks so as this was discussed in chat several times already.
I may or may not be right, I still believe doing this here is offensive to the creator of the original game and should only be done with his explicit agreement.
I have no doubt people supporting this will find plenty of reasons to justify it, I do not.
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Again, openEtG is a DIFFERENT game than Elements, and most of these stuff were added BECAUSE I wanted it to be different and not just a copy.
As this game is now (by your own admission) no longer EtG, and more or less being controlled by your own decisions and not the community, I would ask that you kindly lock this topic and create your own forum to handle discussion. Thank you for your consideration.
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Odd that ITR was the person who spurred me to create openEtG because he implied that it was needed
Fippe has the largest impact on openEtG because he's the one writing code at this point. He's demonstrated consideration of what people believe is needed, & much of what he's done is implemented those ideas others have offered which he deemed manageable to implement. Not to mention he isn't one to turn down pull requests
Your worry is reasonable. But I think if anyone's to be making demands wrt infringement, it should be Zanz. He's an adult last I heard
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Again, openEtG is a DIFFERENT game than Elements, and most of these stuff were added BECAUSE I wanted it to be different and not just a copy.
As this game is now (by your own admission) no longer EtG, and more or less being controlled by your own decisions and not the community, I would ask that you kindly lock this topic and create your own forum to handle discussion. Thank you for your consideration.
Moderators, as I stated earlier are aware of this topic. If they consider this to be a problem, they will lock it. They are trying to contact Zanz to hear his thoughts on the matters, but until we hear from him, theres little to be said on the matter.
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SUGGESTION - ARENA REPLACEMENT FOR LADDER SYSTEM
Ladder system:
The Ladder consists on 21 Tiers (0 to 20) with 21 steps on each Tier (from -10 to 10).
1. How to submit a deck to the Ladder
As Fippe said, people will have 3-4 decks. Let's call them 'deck X' (as they are called deck 1, 2, 3, etc.). In the editor, there will be 2 extra buttons: Submit to Ladder and Reset Ladder. That will submit the 'deck X' to the ladder that deck is, in step 0.
2. Which is your Tier and how does it work?
Each submitted deck of each player is in a Tier, independant from the Tier the player is.
Each deck the players have start at Tier 0 step 0, same as the player.
When a player enters to the Ladder, he plays against a random deck on the Tier the player is.
If the player wins, the player goes a step up and the deck he defeated goes a step down. If the Ladder deck defeats the player, the player goes a step down and the Ladder deck goes a step up.
When a Ladder deck is in step 10 and wins against a player, it goes to the next Tier on step 0. If a Ladder deck loses and is on step -10, it goes down a Tier in step 0.
Being on step -10 of Tier 0 and losing leaves the deck out of the Ladder. Being on Tier 20 step 10 and winning wins a damn hard achievement.
Same does the player: Win in step 10 --> Go to next Tier on step 0. Lose on step -10: Go down a Tier on step 0.
Making a Ladder deck reach Tier 20 will be hard, same as reaching Tier 20 it for the players.
Each Tier can optionally have a name, to make it more friendly. In BattleCry they are called Wooden Challenger, Wooden Contender, Wooden Veteran, Steel Challenger, Steel Contender, Steel Veteran (and continues with Copper, Silver, Gold, Platinum)
3. Rewards
Each time a deck defeats a player, the deck's owner gets some cash. The players get the same cash no matter which Tier the deck is.
4. Why is this better than the current Arena?
Because of the meta. There are 21 Tiers and if a meta dominates a Tier the players will make counters, making the unoriginal deck go down. The system will tend to have a predominated meta per Tier.
5. Banners (implemented with the Ladder system, for further implementation because it needs some art)
This is something that makes BattleCry much more addictive for new players and some vets too.
Banners consist in 3 parts: Background, main and second figure.
When players battle each other in PvP, they see the other player's banner (that's the cool thing).
When an account is created, the backgrounds are all unlocked and the player starts with only 1 main and second figure unlocked and automatically selected. Backgrounds and figures are unlocked progressively with quests and achievements. Putting a deck in Tier 1 unlocks a main or second figure, same with Tier 2, same with Tier 3, 4, 5 [...] 20.
The players can choose to have their banner with any background and unlocked main and second figure, having thousands of combinations with "not so much" simple minimalistic art. Banner art are simple one-colored non animated gifs, so they have transparent pixels.
If someone (specially artists) wants to have a better idea of how the banner system is implemented and how good it sees in BattleCry, send me a PM and I will give you mi kong account (I have all unlocked).
EDIT: Some banners so you can see how they look. The background, main (white-cream) and second (red) figures.
(http://i.imgur.com/w4cQ9Ig.png)
(http://i.imgur.com/CyrMbxV.png)
(http://i.imgur.com/gnoWMaH.png)
(http://i.imgur.com/1X1G5yp.png)
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Odd that ITR was the person who spurred me to create openEtG because he implied that it was needed
Are you kidding me? Do not mention me, do not include me in any of this, do not state whatever you think I may have "implied".
Thank you.
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until we hear from him, theres little to be said on the matter.
I beg to differ... We don't allow discussion of this depth about other games on the forum, so why should we allow this one?
The cards from the orig game have been changed at the whim of the dev team w/o community discussion.
A multitude of new unbalanced cards have been introduced.
Fundamental changes have been made to the way a user must now go about collecting cards.
An exploitable trading system has been implemented.
No way to carry over your card collection from EtG.
I was told that oEtG would be a great way to balance new card ideas...
how can you test new cards at such a rate of addition and with all the changes to current in game cards?
Obviously one/some of you have knowledge enough to create your own little forum and move this topic off of here...
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lets just wait for zanz's opinion on the topic. if he disapproves it, it will be shut down. if he approves it, it will continue. its as simple as that. there is no need for any arguments yet.
zanz should hopefully return for a bit soon for server stuff so maybe he will see this. lets just hope.
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lets just wait for zanz's opinion on the topic. if he disapproves it, it will be shut down. if he approves it, it will continue. its as simple as that. there is no need for any arguments yet.
zanz should hopefully return for a bit soon for server stuff so maybe he will see this. lets just hope.
Whoever shuts it down, will be because of 2 things:
1- respect to zanz
2- zanz wakes up and starts putting 1.000.000 things to EtG
If the devs of oEtG want to continue with it, zanz can't stop it. It has all the right to continue. If someone locks this thread, I'm sure someone will make a forum dedicated to oEtG, it's easy and free.
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If someone locks this thread, I'm sure someone will make a forum dedicated to oEtG, it's easy and free.
Then why not show some respect to Zanz and move this to its own forum?
after all... it's easy and free.
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The 1.4 update seemed well underway and Zanzarino seemed to show some enthusiasm for the new version, isn't it strange that all this work stopped right when some people thought they'd just did what they felt like with his game?
There's actually a 3 month gap between the last we heard from Zanz about 1.4 and serprex posting the first version of OEtG. The 1.4 announcement happenend in late July and Zanz kept us informed until late August. On mid December this was started. There had been no updates on this meantime (or since then for that matter).
The reaction I'd expect from Zanz would have been exactly the opposite of what you are saying that happened. If he was that uber excited I expected he would have come here and tell us to stop (which I'm pretty sure serprex and Fippe would have) and at least give us some news about 1.4, instead of just giving up. He has come to the forums ever since, so he either still doesn't knows about this or saw this thread and decided not to say a word.
This thread being on this forum is more a matter of convenience as most of the people likely to be interested in this are here (and I don't think this community needs splitting, on the contrary).
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As someone who stalks "who's online", zanz has already seen this thread when he came back to fixnserver issues in december. He did not post, as we can see.
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As someone who stalks "who's online", zanz has already seen this thread when he came back to fixnserver issues in december. He did not post, as we can see.
Can confirm; witnessed personally.
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Then let's focus on making this game big. Feedback on my last post?
SUGGESTION - ARENA REPLACEMENT FOR LADDER SYSTEM
Ladder system:
The Ladder consists on 21 Tiers (0 to 20) with 21 steps on each Tier (from -10 to 10).
1. How to submit a deck to the Ladder
As Fippe said, people will have 3-4 decks. Let's call them 'deck X' (as they are called deck 1, 2, 3, etc.). In the editor, there will be 2 extra buttons: Submit to Ladder and Reset Ladder. That will submit the 'deck X' to the ladder that deck is, in step 0.
2. Which is your Tier and how does it work?
Each submitted deck of each player is in a Tier, independant from the Tier the player is.
Each deck the players have start at Tier 0 step 0, same as the player.
When a player enters to the Ladder, he plays against a random deck on the Tier the player is.
If the player wins, the player goes a step up and the deck he defeated goes a step down. If the Ladder deck defeats the player, the player goes a step down and the Ladder deck goes a step up.
When a Ladder deck is in step 10 and wins against a player, it goes to the next Tier on step 0. If a Ladder deck loses and is on step -10, it goes down a Tier in step 0.
Being on step -10 of Tier 0 and losing leaves the deck out of the Ladder. Being on Tier 20 step 10 and winning wins a damn hard achievement.
Same does the player: Win in step 10 --> Go to next Tier on step 0. Lose on step -10: Go down a Tier on step 0.
Making a Ladder deck reach Tier 20 will be hard, same as reaching Tier 20 it for the players.
Each Tier can optionally have a name, to make it more friendly. In BattleCry they are called Wooden Challenger, Wooden Contender, Wooden Veteran, Steel Challenger, Steel Contender, Steel Veteran (and continues with Copper, Silver, Gold, Platinum)
3. Rewards
Each time a deck defeats a player, the deck's owner gets some cash. The players get the same cash no matter which Tier the deck is.
4. Why is this better than the current Arena?
Because of the meta. There are 21 Tiers and if a meta dominates a Tier the players will make counters, making the unoriginal deck go down. The system will tend to have a predominated meta per Tier.
5. Banners (implemented with the Ladder system, for further implementation because it needs some art)
This is something that makes BattleCry much more addictive for new players and some vets too.
Banners consist in 3 parts: Background, main and second figure.
When players battle each other in PvP, they see the other player's banner (that's the cool thing).
When an account is created, the backgrounds are all unlocked and the player starts with only 1 main and second figure unlocked and automatically selected. Backgrounds and figures are unlocked progressively with quests and achievements. Putting a deck in Tier 1 unlocks a main or second figure, same with Tier 2, same with Tier 3, 4, 5 [...] 20.
The players can choose to have their banner with any background and unlocked main and second figure, having thousands of combinations with "not so much" simple minimalistic art. Banner art are simple one-colored non animated gifs, so they have transparent pixels.
If someone (specially artists) wants to have a better idea of how the banner system is implemented and how good it sees in BattleCry, send me a PM and I will give you mi kong account (I have all unlocked).
EDIT: Some banners so you can see how they look. The background, main (white-cream) and second (red) figures.
(http://i.imgur.com/w4cQ9Ig.png)
(http://i.imgur.com/CyrMbxV.png)
(http://i.imgur.com/gnoWMaH.png)
(http://i.imgur.com/1X1G5yp.png)
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until we hear from him, theres little to be said on the matter.
I beg to differ... We don't allow discussion of this depth about other games on the forum, so why should we allow this one?
The cards from the orig game have been changed at the whim of the dev team w/o community discussion. emphasis mine
Actually, many of these changes HAVE been discussed in various locations by the community. Booster based collection has been a very active thread. The armory is sitting chock full of cards waiting to be tested. etc.
A multitude of new unbalanced cards have been introduced.
Um… that is kind of the point. Its a proof of concept that openEtG can provide a valuable testing ground for new mechanics, features, etc. If we want to test new cards and new functionalities we need somewhere to actually use them. If anything I think its shown the power that openEtG has for doing so.
As for these being done at a whim: have a close look at the cards that have been implemented, then check the Armory section of the CI&A board. You will see that about 90% of the new cards came from there. These ARE the cards that the community has voted on as the best candidates for addition to the game. So once again, your assertion that there has been a lack of community input is FALSE.
Fundamental changes have been made to the way a user must now go about collecting cards.
This is true, and I think the primary motivation here is to test out a booster pack based system to see how it compares with the current bazaar based system. This has been debated ad-naseum by the community, but the only way to really know for sure is to try it out. So in my opinion this is wonderful because when / if Zanz ever decides to try adding something like it to the game he will have a great resource here to see what works what doesn't and discussion of how it could be improved.
An exploitable trading system has been implemented.
Once again, this is a test of new feature ideas. It is by no means perfected. With a booster based economy, you need some way to get particular cards you need or else grinding becomes far too tedious. Trading makes a nice way to get cards you need and get rid of those you dont... Its still a work in progress though.
No way to carry over your card collection from EtG.
I do agree here that this could be something nice to potentially add in the future. However, someone would have to take the time to implement this effectively and efficiently which is not really a trivial task without direct access to the actual EtG accounts, and I'm not sure thats necessarily a good idea
I was told that oEtG would be a great way to balance new card ideas...
how can you test new cards at such a rate of addition and with all the changes to current in game cards?
I already have a small snipet coded to allow enforcing deck restrictions quite easily using a list of card codes and minimum and maximum counts. It should be possible to use it to make some kind of testing tournament automator.
Want to see how a card would affect current meta on its own? Hold a tournament with cards restricted to current EtG cards plus the cards being tested (e.g. ban all non original EtG cards except a handful being tested).
A similar mechanism could be used with the random AI's. Once someone has time, it really wouldn't be that hard to add in this feature to the sandbox AI builders... or maybe even the ingame ones.
Lastly, if the changes in mechanics are really a big problem, it may also be possible to implement a "classic" checkbox which could allow players to play under current EtG mechanics. This is certainly pretty straightforward for actives, which all reside in their own self contained code file.
So, once everything gets settled in, it should be possible to set up testing environments which mimic original EtG exactly.
Obviously one/some of you have knowledge enough to create your own little forum and move this topic off of here...
Why? As mentioned above, Zanz has had the opportunity to see this thread and hasn't shown any indication of either like or dislike at all. OpenEtG isn't detracting from the original EtG in any way. If anything it is providing a wonderful testing ground for new ideas that could enhance EtG and gives the community a way to test them out for themselves and provide feedback. So what is the problem?
If you don't like the features here, let us know... More importantly, let us know why! And be more specific than just, 'because its different from current EtG'. Tell us what works, what doesn't work and explain why.
So long story short, yes openEtG is MUCH different from current EtG in a number of ways. But I think it does hold true to the overall spirit of the game and it allows us to test out lots of new ideas, cards, features, etc. so they can be evaluated without having to actually add them into the current game.
In the long run, I think this will be great for EtG. Those features and cards which people seem to truly love and enjoy here can become candidates for being merged into the current game.
The CI&A board can certainly benefit greatly.
We can have an avenue to work on developing features like quest lines, tournament automaters, the impact of a pack system. Etc.
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@bripod, itr: Both admins here have given their approval of this begin here, so if you have anything against it, take it with them instead. We have clearly different opinions on this, so I won't argue with you anymore.
Now back to the topic at hand:
CG suggested to me that I should unlock trading fully, that is allowing trading any rarity/upgrade with any other card. To prevent alt abusing with the oracle, all new oracle cards will be account locked. I am currently agreeing with cg about this, except I will make Ultra rare cards only be tradeable with other ultrarares. Any thought about this?
@Chapuz: I like the idea, as long as we switch it around a bit to not make it a copy of BattleCry. Currently it feels like we have too few active players to make that work very well though, sadly.
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I agree withh CG's suggestion (I assume the only ultra rares atm are marks and nymphs)
About the ladder, I slightly modified the system here. In BC your tier is the one of your decks so you have 4 different tiers at the same time, more complicated (BattleCry is not a CCG btw). We can make a 5-Tier ladder to test how it works, right? My only concern is that there isn't a max amount of decks in the ladder so something should be touched there.
About the banners, I love them and would want to get some feedback. Note that if you read the updates in BattleCry in Kong you will see an anouncement saying the game will no longer be updated, so I guess that the banner idea can be rescued (not stealing art ofc)
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How many different levels of air are we planning on having? Just the current amount?what about other things such as quests and arena type systems? I know the future is impossible to know but I'm trying to get an idea of what to plan for. I'm tryin to create a future proof main screen design fippe pointed out to me that the current design I made a concept of is, although nice looking, is using up all the space so a completely new redisign would be needed if anything was added to the main screen
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Now back to the topic at hand:
CG suggested to me that I should unlock trading fully, that is allowing trading any rarity/upgrade with any other card. To prevent alt abusing with the oracle, all new oracle cards will be account locked. I am currently agreeing with cg about this, except I will make Ultra rare cards only be tradeable with other ultrarares. Any thought about this?
I think this seems like a good idea.
It would be nice to allow trading multiple cards at once, although that may take a bit of work to pull off well.
I agree that ultrarares should be tradeable only with other ultrarares. This should help keep them in limited circulation as was the original intent.
The same goes for having account locked cards.
Eventually, however, it would be nice to have a way to shred / sell unneeded cards. Particularly account locked ones... Otherwise players will eventually get more copies of some locked cards then they will ever need.
Since we know from pack prices how much each level of rarity is worth, the easiest option may just be to make the sellable (at a reduced return). Its not as nice as a dust or crafting system, but it would be very easy to code until we can hash out the details of something better.
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I like the idea of being able to sell cards.
Common-1
Uncommon-5
Rare-20
Shard-35
In perspective...
Bronze pack-15 gold. Sell Value 9- Effective Cost of a booster trade in-6 gold
Silver-25. Sell Value 18 Trade in cost-7
Gold-65. Sell Value 43. Trade in cost-22
Platinum-100-Sell Value-74-Trade in cost-26
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@bripod, itr: Both admins here have given their approval of this begin here, so if you have anything against it, take it with them instead. We have clearly different opinions on this, so I won't argue with you anymore.
Sure no problem, I however do feel like arguing and expressing my contempt for this etg-farce a bit more, so let this be considered for the admins who so magnanimously allow this travesty here.
Are you allowing this because you believe it is a welcome addition to what Zanzarino created, because you think that all this is breaking down anyway and you just don't care any more, or because you believe that the community is shrinking already and you fear that we'll lose even more members if they're not allowed to create some twisted spin off?
I guess I expressed my thoughts and made it pretty clear that I will never be part of this, even if the real EtG should disappear, so I'll be satisfied with any admin-answer I'll get to this and won't push further even though considering how this is already underway, the answer will probably not be the one I'd like to see.
Still, I feel a little bit better now.
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@itr
If you are gonna throw shit, just don't do it. This is a community project with or without your approval and all what you are saying is not productive or meaningful.
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@itr
If you are gonna throw shit, just don't do it. This is a community project with or without your approval and all what you are saying is not productive or meaningful.
I do not throw shit, I express my opinion to this matter, opinion that strangely seems to be supported by the vast majority of people I talk to in the various chats I'm in, I even receive forum pms supporting me on this matter.
To me, this project is driven on by a minority of mainly new forum members and, as I stated several times, I find it offensive and will not stop saying what I think about it.
I can imagine you don't like what I say as you seem implicated in this, however, I do not really care and I have no intention to stop.
If you want a new game, go somewhere and make it there, you can call it Lolements if you want, just don't pretend what you do is according to Zanzarino's will.
The absence of him saying "no" does not mean yes, show me proof of his agreement, not your interpretation that his absence of reaction means support, and I will accept this, I will not do so before.
You can now get personal again as I'm definitely the one being wrong here, am I not?
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Gonna post just to say my last post means that zanz saw it but did not post, but this does not imply agreement (or lack of), it just is what it is.
Also, I agree with itr.
And let's keep things civil.
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concerning the mixed opinions concerning oetg true zanz has not said no to oetg nor has he said yes either but just as him not saying no doesn't necessarily mean hes ok with it nor does not saying yes necassarily mean he isn't ok with it so these assumption are unfounded on both parts. As for oetg it has made a pleasant change to the most definitely stale elements and from what i've been reading has been stale for a long time before oetg was even thought up.
There will always be mixed opinions on a new game however similar it is or isn't to a previous game but cussing one another will not fix this either way.
As for oetg atm whether its just because i'm using firefox or whether its because i play it for extended time oetg keeps crashing and losing data can this be fixed?
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As for oetg atm whether its just because i'm using firefox or whether its because i play it for extended time oetg keeps crashing and losing data can this be fixed?
Hows your internet connection? Thing are stored server side, so not having a stable connection is the only way can think of you losing data. Perhaps a "saved" icon so you know you have a stable connection to the server like with elements would be useful. I dont know what to say as far as the crashing goes though.
So here is my suggestion (and this will need more art, so it cant be implemented right now as getting art for the current cards is most important). Why not more vanilla cards that are there just for the sake of adding variety? They could even have the sane ir very similar stats as other cards, but are in there just to add some spice to the card selection. So if I wanted to, I could make an all bird deck filled with cockatrices and (insert other generic life bird here). I feel like people think a card needs to have some special effect to be justified being put in the game, but I dont agree. I also dont think effects should pretty much have to be unique to a certain creature. Forest Spectre and lava golem both have Growth, but thats the only effect I can think of that are shared between creatures.
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@Chap That was uncalled for dude
@itr No one said this is what Zanz wants. My interpretation is that he doesn't give a shit about this project.
My motivation for contributing to it is mainly that it gives a purpose to the CIA part of the forum (whoever still believes their card idea has any chance to make it into EtG prolly also believes in Santa Claus or the Easter Bunny) and it feels much fresher than the main game, even with all the things that still need polishing.
Maybe we should just change the name of this project and let EtG die in peace (which is the direction it seems headed to me) but everything here is still just a prototype and the involved people are all here.
One problem I noticed with the current card layout is that sometimes the status icons cover important information. The prime example would be 'Tomb' were the burrowed icon lands exactly over the name of the card, so you need to use a mouseover to see what card it is
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@Chap That was uncalled for dude
@itr No one said this is what Zanz wants. My interpretation is that he doesn't give a shit about this project. My motivation for contributing to it is mainly that it gives a purpose to the CIA part of the forum (however still believes their card idea has any chance to make it into EtG prolly also believes in Santa Claus or the Easter Bunny) and it feels much fresher than the main game, even with all the things that still need polishing. Maybe we should just change the name of this project and let EtG die in peace (which is the direction it seems headed to me) but everything here is still just a prototype and the involved people are all here.
So, you're telling me that EtG is going to die soon? I can't agree with that. It survived ~7 years and I'm sure it will still survive, mainly because it's a free and fun CCG. (something that is hard to find these days)@itr
If you are gonna throw shit, just don't do it. This is a community project with or without your approval and all what you are saying is not productive or meaningful.
I do not throw shit, I express my opinion to this matter, opinion that strangely seems to be supported by the vast majority of people I talk to in the various chats I'm in, I even receive forum pms supporting me on this matter.
To me, this project is driven on by a minority of mainly new forum members and, as I stated several times, I find it offensive and will not stop saying what I think about it.
I can imagine you don't like what I say as you seem implicated in this, however, I do not really care and I have no intention to stop.
If you want a new game, go somewhere and make it there, you can call it Lolements if you want, just don't pretend what you do is according to Zanzarino's will.
The absence of him saying "no" does not mean yes, show me proof of his agreement, not your interpretation that his absence of reaction means support, and I will accept this, I will not do so before.
You can now get personal again as I'm definitely the one being wrong here, am I not?
I kind of agree with itr at this point. It was ok at first because it seemed like it's just some kind of improved trainer of EtG where you can add cards, but it's getting too big and it will reach at a point that will try to "steal" EtG players from Zanz.
As a future programmer (after several years), I wouldn't like someone to copy my idea, modify what he doesn't like and try to steal my clients/users in front of my face.
Example: Let's say I work as a meat seller. Then someone who looks like a client starts yelling "come to buy from me, my meat is better, you can do a lot more things with it, you can cook it, put it into soup, keep it in the fridge and eat it later etc." (meat=game, cook, put in soup etc=improvements like adding cards etc.)
Just my opinion, don't take it personal.
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This fame doesn't even have five years yet; what are you talking about with seven years of survival.
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as we're sharing personal opinons i'd like to weigh in yes i play oetg and yes a prefer it more atm but thats is because of lack of development in elements i have absolutely no intention of dropping elements and moving to oetg but with servers down and the ai metagame is repetitive in main elements i have basically stopped playing it atm elements is and always will be as long as it remains free a decent game but i only enjoy pvp and with that going out of commission for more extended periods of times soon i will just give up. If elements loses player base to oetg its because zanz has let it happen no offence to zanz i understand he doesn't have much time on his hands to frequently update elements but once a year is not often enough for a game with such potential just a few more cards getting added to elements and consistant server activity will be enough i think. Maybe just letting a select couple of people have the ability to add cards to elements would bring it right back to life, ofc other people adding cards needs some restriction or zanz will feel he has lost control of the game he worked so hard to create.
From my understanding oetg was started during the last great server borkage had already been going on for a few weeks and i believe development slowed a little once servers were back and now development is rapidly increasing again and lo and behold the servers are down again already the forum had to be started up again by someone else when that went down ofc zanz may have been involved but we don't know and probably never will know.
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Did anyone else notice that the game is playable in touchscreens? Currently playing in my phone, Samsung Galaxy S2
Suggestion: The canvas doesn't let you zoom in and out in touchscreens when tapping inside the canvas. As the screen is pretty small, it would be good to have the HP, damage and other black letters of the battlefield in acolor that has more contrast with the background. Maybe white and bold?
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hmm. It doesn't work in chrome but since you said something I tested out the basic browser and that works. Its sorta messy to navigate on my phone at least. What browser are you using? It doesn't work for my touch screen laptop either :( that really surprised me. But maybe I'll just have to try a different browser... like anything besides ie
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In my iphone it doesn't work (it loads the login part and the place to input your deck code, but none of the other buttons appear and the ones that do don't work when clicked).
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This fame doesn't even have five years yet; what are you talking about with seven years of survival.
Isn't the game from 2007? I see it is in the "best of 2007" on kong.
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This fame doesn't even have five years yet; what are you talking about with seven years of survival.
Isn't the game from 2007? I see it is in the "best of 2007" on kong.
2009. The first post about elements in the flash kit forums was may 10, 2009 if I am no mistaken. Kongregate publish date should be may 15, 2009.
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hmm. It doesn't work in chrome but since you said something I tested out the basic browser and that works. Its sorta messy to navigate on my phone at least. What browser are you using? It doesn't work for my touch screen laptop either :( that really surprised me. But maybe I'll just have to try a different browser... like anything besides ie
It's the default internet browser that comes with the phone, I have no idea if it's ie or something weirder.
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This fame doesn't even have five years yet; what are you talking about with seven years of survival.
Isn't the game from 2007? I see it is in the "best of 2007" on kong.
It's in the "Best of 2009" quest on Kong.
http://www.kongregate.com/badge_quests/best_of_2009
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For the record, I adamantly oppose this project and the changes that the developers have made to the fundamental game play and the foundation upon which Zanz created and nurtured and the community helped in developing the game we all came to know and love.
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-_- for the last time, IF YOU ARE NOT HAPPY WITH THE PROJECT, PAY NO ATTENTION TO IT. I AM SICK AND TIRED OF THIS MEANINGLESS ARGUING AND ZANZ WILL DO WHAT HE WANTS WITH THIS.
these forums have an ignore feature for topics. if you dislike this, use it.
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-_- for the last time, IF YOU ARE NOT HAPPY WITH THE PROJECT, PAY NO ATTENTION TO IT. I AM SICK AND TIRED OF THIS MEANINGLESS ARGUING AND ZANZ WILL DO WHAT HE WANTS WITH THIS.
these forums have an ignore feature for topics. if you dislike this, use it.
It's not about ignoring this topic, it's about ending it.
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-_- for the last time, IF YOU ARE NOT HAPPY WITH THE PROJECT, PAY NO ATTENTION TO IT. I AM SICK AND TIRED OF THIS MEANINGLESS ARGUING AND ZANZ WILL DO WHAT HE WANTS WITH THIS.
these forums have an ignore feature for topics. if you dislike this, use it.
It's not about ignoring this topic, it's about ending it.
which zanz will do if he disapproves it. its not about what you want. its about what zanz wants.
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-_- for the last time, IF YOU ARE NOT HAPPY WITH THE PROJECT, PAY NO ATTENTION TO IT. I AM SICK AND TIRED OF THIS MEANINGLESS ARGUING AND ZANZ WILL DO WHAT HE WANTS WITH THIS.
these forums have an ignore feature for topics. if you dislike this, use it.
Why not YOU move this to another forum instead of asking all of the members of THIS forum to ignore your self indulgence...
It's about what this COMMUNITY wants....
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Bripod, thats your personal Text, not your sig. Your sig is the thing beneath all your posts.
To all the people actually helping out with this discussion, just ignore the people coming here to troll. Its literally what they are doing. Dont respond, just ignore them. Keep the discussion as on topic as possible. ITR literally admitted he doesnt want to have a discussion, just his way or the high way, so dont argue. Its that simple. Just ignore them.
Edit, you can thank them for keeping this on the front page though :P
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its not about what you want. its about what zanz wants.
That's exactly my point.
I am however not the one making a travesty of this game pretending that he's ok with it.
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Bripod, thats your personal Text, not your sig. Your sig is the thing beneath all your posts.
Happy now? :-*
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Edit, you can thank them for keeping this on the front page though :P
Oh, it's gonna be much more than front page... ;)
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To all the people curious about this on mobile devices/touchscreen laptops
For Windows Computers With Touchscreens
Do not use Chrome. For some reason Chrome is unable to detect your touches as clicks in Javascript games. You have to use... and I shudder to say it... Internet Explorer. On the plus side, its not complete crap anymore, but its definitly not chrome. I havent tried Firefox. It may work.
For Android Based Devices
The Default Browser that comes with the phone works. Chrome doesnt. Dolphin Browser is a nice browser as well, and it works.
For IOS Devices
I dont have one to test, but I have been informed that Dolphin Browser, Chrome, and safari dont work. This seems to be browser based, and not device based though, so I would try out any browser you get the chance to try, and see if that works. If you find one, let me know.
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which zanz will do if he disapproves it. its not about what you want. its about what zanz wants.
Please do not speak as if Zanz was here and willing to answer this issue right now. We have not heard any word back on his stance on this project despite repeated attempts to contact him.
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Yet another set up for the main menu. I dont know, am I the only one that thinks it looks sorta bland? This one has more space for later additions (Things can be compressed to add more space like the bottom row which I still think looks good) and has all the buttons the same size which was a technical issue with my other concept . This doesnt have the misc buttons, so a separate sheet would probably be needed for those.
(http://i.imgur.com/jzCtJ5u.png)
Thoughts? Not everything is perfectly symmetrical yet (editor text is out of position) but Im mainly wanting feedback on if the concept is liked, and then if it is, then I will work on fine tuning it. Information things are on the bottom, with fighting related things on the top. Oracle card would just sorta pop up like it does now, but be transparent. As long as it doesnt cover any button entirely, it shouldnt be a problem.
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*cautiously applies can opener to can labeled 'worms'*
Would those involved in heated debate here see logic in moving the thread to PC/Video Games (http://elementscommunity.org/forum/pcvideo-games/) Off-topic discussion subforum? There are plenty of games that have their own piece of this forum so claiming it needs to simply wiped out at this moment is a bit extreme (my opinion). Also, placing it in a top-level (by location, as I see it on main forum page at least) topic/subforum is probably too up-front (my opinion again) for something claiming it is not part of "real" EtG.
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that is a good idea, rob.
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if it is to become a subsection, whats to say it will be in general discussion or on the front board or whatever. id say having it a sub-board in off-topic discussions. thats to say if it becomes one at all.
it should be moved to off-topic anyway
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So... I wanted to clarify a few things again as this is getting out of hand a bit and people feel attacked personally.
I do not post here to troll, it isn't fun for me to create dissentions between forum members and I do not think I'm known for mindless flaming.
I insist on opposing this because I'm genuinely worried about this project, about its impact not only on the game, but also on the "community" and especially on Zanzarino who - as most who have been around here for more than 5 minutes might know - was always very clear about him being the only one having decisional power on every aspect of the game he created for us to enjoy.
I do believe the majority of forum members is uncomfortable with this, the reactions I get from all those I talk to - except for the ones posting here and pushing this project forward no matter what - confirms this to me.
What is presented as a "community project" is, in my opinion, the attempt of a minority to turn EtG into what new players always asked for ("Create booster packs, close bazaar", "Make rares available to buy", "Dim Shield OP, needs nerf", etc, etc, etc...) and the initial meaning of oEtG, that was supposed to be a place to test new cards, helping the CIA section and - maybe - become a back up plan if Zanzarino should ever decide to let his game go, has long been surpassed and it has got out of hand.
I am not opposed to the idea of oEtG, I just believe that it should not be done without the developer's explicit consent because that is - again, in my opinion - disrespectful and - yes, I'll go that far - treacherous.
So if you think I'm trolling here, please stop for a minute and question your own motivations, I thought it over for a very long time before posting here initially and didn't do it light hearted, I genuinely believe this is wrong.
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*cautiously applies can opener to can labeled 'worms'*
Would those involved in heated debate here see logic in moving the thread to PC/Video Games (http://elementscommunity.org/forum/pcvideo-games/) Off-topic discussion subforum? There are plenty of games that have their own piece of this forum so claiming it needs to simply wiped out at this moment is a bit extreme (my opinion). Also, placing it in a top-level (by location, as I see it on main forum page at least) topic/subforum is probably too up-front (my opinion again) for something claiming it is not part of "real" EtG.
Valid reasoning, but I believe this is not the ideal solution, for reasons stated below.
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In regards to the issue itself : I feel that oETG in it's current state is disrespectful to Zanz's original creation, mainly due to the fact that consent was given for him by someone else simply because Zanz himself would not respond despite repeated attempts to contact him. To further this, arbitrary changes have been made to the game mostly based on the whims of a small group rather than the community majority. While I understand the idea of an "ETG back up" was necessary and reasonable the game is beginning to overstep those bounds by becoming it's own game, using ETG as a sort of "in name only" base.
This has left oETG it in an awkward spot : there is no real way to completely separate oETG from ETG due to the core mechanics and many of the cards being the same, but at the same time continuing development only disrespects Zanz further and will continue to anger a significant(yet mostly silent) portion of the playerbase. I am not suggesting the game is eliminated on the spot because of this, but I would like to point out the conflict the dev team has gotten themselves into.
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Zblader you bring up some good points so I would Like to respond to some of them.
I can understand people being upset with this game being on these forums. I would like to point out that its not something that's done by a rogue group of people and is instead allowed by the mods who are very aware of its presence.
As for game changes being done on a whim and not with community consent, its being done with the help of everyone that wants to help. I've read through pretty much every page of the discussion because I was mia and was weary of the project being on the boards. Once I saw that it was allowed and not some rogue post I decided to help out. Its unfair though to make the accusation that changes are being made without community support when the portion of the community claiming that wants nothing to do with the game.
I'd like to also point out once again that zanz is aware of this topic and has not said anything about it. Its no ones job to interpret what that means but I'm using it to point out that no one is trying to go behind zanzs back. Its on his actual forums.
I'm assuming that you are point in out MTG simulators because you think that this game is infringing on zanzs rights to the game. I personally don't see that any more than league of legends in fringe a on dota or any other similar game. They may have the same art on some cards because the creators of the art have given permission since they still hold rights over the art.
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I've honestly been expecting this to devolve into flames for a while. Going to talk with people on both sides and then post a long response to the last five pages or so.
EDIT: Some events have occured that make this an impossibility for me. I encourage someone else to attempt taking this up. Apologies for the hype, this was a legitimate plan of mine, it's just not something I'm capable of doing.
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I'll wait on dd's reply before I bring up any more points of my own, but in the meantime :
I can understand people being upset with this game being on these forums. I would like to point out that its not something that's done by a rogue group of people and is instead allowed by the mods who are very aware of its presence.
While this is true, I believe it was allowed back when oEtG was intended to be more of a 'backup' of EtG and not it's own game, in addition to the fact that someone had to resolve the issue of "should this be developed or not" or risk the thread becoming more hotly debated much earlier. oEtG has changed significantly since it's original introduction and as I have said before may be exceeding it's original "reasonable and necessary" purpose.
As for game changes being done on a whim and not with community consent, its being done with the help of everyone that wants to help. I've read through pretty much every page of the discussion because I was mia and was weary of the project being on the boards. Once I saw that it was allowed and not some rogue post I decided to help out. Its unfair though to make the accusation that changes are being made without community support when the portion of the community claiming that wants nothing to do with the game.
A high amount of posts however come from a select group of players on this thread (see "Active Members" at the top for what I mean), and there are quite a few people who have tried to take a respectful stance on their dislike of the game by simply not commenting on it. It is clearly a coordinated effort by a small group, but the whole community is not involved it in either.
Please do not put words in my mouth and say I am accusing anyone of anything either. I have merely stated my opinion on the project and even explicitly stated I am not condemning the game to be immediately removed from the forums but wish to point out the awkward situation that has been created.
I'd like to also point out once again that zanz is aware of this topic and has not said anything about it. Its no ones job to interpret what that means but I'm using it to point out that no one is trying to go behind zanzs back. Its on his actual forums.
Again, please don't assume Zanz's position just because we tried to contact him and he did not respond. This is not a case where silence implies a "yes" or a "no".
I'm assuming that you are point in out MTG simulators because you think that this game is infringing on zanzs rights to the game. I personally don't see that any more than league of legends in fringe a on dota or any other similar game. They may have the same art on some cards because the creators of the art have given permission since they still hold rights over the art.
Also, I originally pointed out MTG Simulators not because of the art (most MTG simulators, in fact, do not provide art by default and require people to get the card art from a separate server, usually official MTG websites or ones that WoTC is clearly okay with.), but because these simulators will either try to A) seek out an agreement with Wizards of the Coast or B) At least encourage people to play the actual MtG without taking away from the original game itself. DoTA/LoL is a difference case to me seeing as it began as a distinct variant of a game that was able to exist without it's original 'core', Warcraft III - it is thus a completely separate idea made by the fans and continuously developed by fans.
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On my phone so I'm not going to quote. I'm referring to where you talk about zanzs stance. When I say that he is aware of this I mean that he literally saw the forum post. Not people trying to get in contact with him. He actually logged on and has seen this topic and viewed it.
My point with that isn't if he agrees or disagrees with this. Its that its not tying to hide it from him. I out righted stated that its no ones job to state his position on this because of his silence
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Understood, but at the same time people have gone and assumed Zanz's position (and in certain posts prior to the present topic, the whole community's position) on the this thread - while I respect the coordinated effort to make this game regardless of it's current state, I draw the line at speaking for a party not present at the discussion.
Just because Zanz has logged on and seen it doesn't prove much, either - to quote ITR's original prompt that started this discussion :
Has Zanzarino ever approved of this?
Or did some people just take his game and now do whatever they want with it, then are surprised that he doesn't work on the official game any more?
As far as I know, he always seemed very adamant about having decisional power on every aspect of his game.
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I've honestly been expecting this to devolve into flames for a while. Going to talk with people on both sides and then post a long response to the last five pages or so.
Lol... yes I haven't seen a flame war start like this since someone asked what is the best free text editor for Fortran coding on StackOverflow...
Joking aside it would be good to keep things civil and rational here.
I look forward to seeing your summary. So far we have heard only from a small handful of voices on either side.
I would encourage you to take your time and get a good sized cross section of members so that the results can be relevant and meaningful.
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In the mean time, it would be nice to have a brief, concise listing of grievances. After that would naturally follow an (equally brief) rebuttal so people have something to work from as they form their opinions.
I will see if I can encapsulate the Grievances. If I miss something let me know and I'll add it on.
1) Lack of explicit consent / support from Zanzarino.
2) Lack of sufficient community support / involvement.
3) Significant changes have been made to the game relative to current EtG which cause this game to run contrary to the "spirit" of current EtG.
Number 3 seems to need a little expansion, but I think that I should leave that to another since I am admittedly biased toward those in support of this project.
Would someone from the opposition be willing to elaborate? Try to be brief, concise, and (preferably with spoilers as needed) include support for why each of the changes runs contrary to the spirit of the game and / or degrades enjoyment.
For example:
-Statements by Zanzarino on specific topics / suggested features or mechanics
-Links to forum topics discussing given topics / mechanics
-Links to poll / survey results showing relevant majority agreement on given topics / mechanics
--To be relevant, the poll should include at least 20+ votes total (so as to be statistically relevant)
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I used to consider this a 'trainer' for EtG trainer. EtG trainer is used to test decks while OEtG was used to test card ideas and such. It has steered away with that with larger updates like booster packs. IMO, this would have been MUCH better with a series of polls asking if XXXX should be implemented over XXXX.
I can see where each side is coming from and I understand worries from various individuals, and I accept them, but I am not worried myself. This may be because I was not around during the early days where updates were very frequent. I was here when shards were put in element. That's it. Then with 1.4 suddenly stopping, then this, it may induce some paranoia.
Some actions have angered me quite a bit though. I read ITR's wall of text about how he doesn't want to give personal attacks, I respect the post, then I read oEtGtfo at the bottom of the post and I immediately disregard the whole thing. That move was completely unreasonable, and is contradicting your post about not flaming. I too have spoken to a few people, some who do not approve of oEtG, but even they think that was a bad move.
When I found out the victors of trials, I was new. I respected all of the masters and looked up to them a lot. Even now, I look up to them. But it is hard to do so when they do such childish things as that (which means something as I am younger than 80% of the community at least). Not intending this as a personal attack, and I am sorry if you see it that way, but that move has angered me a lot and I would be much happier to see it removed, and I would respect you, and your brother, a lot more if you removed them.
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Some points of order:
-Until we hear from Zanz regarding this project we won't know what he thinks about it. One way or the other.
-Unless we have some form of a poll, questionare, etc. we won't know how the community as a whole feels about this project.
(maybe that is a better place to move things instead of arguing back and forth about it...)
-We DO have a suggestion board. This should serve well as a gauge for whether or not openEtG is or is not following the will of the community.
I used to consider this a 'trainer' for EtG trainer. EtG trainer is used to test decks while OEtG was used to test card ideas and such. It has steered away with that with larger updates like booster packs. IMO, this would have been MUCH better with a series of polls asking if XXXX should be implemented over XXXX.
I think you have a good point there. Oetg's utility as a card idea tester, and its potential for testing various features and mechanics out live is what I think makes it worthwhile.
On the other hand there have been an awful lot of changes made. If these changes do correspond to common features / changes etc. being requested by the community, then I think there is some warrant to testing them out.
I definitely agree that we should make sure that openEtG is serving as a good testing ground for popular features, cards, etc.
So:
1) Is openEtG exploring features being requested by the majority of the community
2) Is it addressing ways to deal with potential bugs / pitfalls associated with those changes when / if they are ever implemented
3) Is it providing a development resource to make implementing new features easier when / if Zanz wants to do so
IMO, this would have been MUCH better with a series of polls asking if XXXX should be implemented over XXXX.
So, maybe this will help a bit in deciding whether or not openEtG is serving as community supported / involved project or if it is indeed just "the whims of a few":
The top 10 responses from this poll: http://elementscommunity.org/forum/game-suggestions-and-feedback/(poll)-the-5-most-important-things-elements-needs-right-now!/
quests - 89
more cards -71
balance shards - 40
achievements + more frequent updates - 36
more ways to gain rares - 34
More Endgame pve cotent + bug fixes + RPG elements -26
Most common feature request: http://elementscommunity.org/forum/game-suggestions-and-feedback/(poll)-the-5-most-important-things-elements-needs-right-now!/
1) More quests / campaigns / storyline
2)Method for using upped cards in unused tournament / ability to downgrade cards
3)Second tier of upgrades
4) Refund for cancelled abilities
5) Split toadfish/puffer fisth and chaos seed/ chaos power to new cards
6) Mobile / Portable version of the game
7) Graveyard / discard
8) Save multiple decks
9) Trading
10) Cancel end turn instead of force discard
11) Have all effects take place before opponent is defeated
12) Mulligan system
13) Improve AI5
14) Text Log
15) Cards re-ordered in bazzar
16) Hotkeys
17) Peak arena rank
Going forward, I think it would be good to focus development efforts based upon the above mentioned threads / boards since they seem to provide the best window into the actual desires of the EtG community.
The second most asked for feature is simply more cards... I think we have plenty implemented. They come largely from the CI&A armory... lets test them out!
I noticed that the number 1 request is for questing content... This is an excellent point for community involvement. With that in mind, I think it would be good to have some focus put into making quest development, testing, etc. accessible to the community at large.
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I used to consider this a 'trainer' for EtG trainer. EtG trainer is used to test decks while OEtG was used to test card ideas and such.
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I would respect you, and your brother, a lot more if you removed them.
D2D et.al,
At first I too was under the impression that oEtG would mimic EtG as cards could be introduced for balancing and perhaps be ready for inclusion in the game if/when Zanz wanted them to be. As it stands right now, NO card idea can be balanced as many of the CURRENT in game cards have been MODIFIED in oEtG by the few who are working on the project because THEY believe that they should be changed in some way.
Let me remind all involved, that these cards have already been scrutinized for years and have been balanced to the game. Yes, some cards are a bit better than others but for the most part they are balanced.
I could live with a clone of EtG, add in your little in game chat and play around with your little quest mode thingy. Allow 3 or 4 cards to be added for a month or so to balance them. Start a topic for the balanced cards and then remove them from oEtG and then repeat the process with a few more cards... trying to spread out the cards over every element. Keep repeating until you run out of cards.
What I am NOT in favor of is messing around with the CORE of the game and game play because you don't like the way it works... I especially don't like the implementation of ideas that the creator has specifically stated that in no way what-so-ever would they ever be implemented into the game. Also changes made without consideration from the community.
If it were up to me, I'd say remove all new cards from oEtG and restore all current in game cards to their orig statuses. Concentrate on restoring/creating all game/play mechanics and allow user data to be imported for players card vaults in the orig game. Then choose a few cards to balance and get on with life... unfortunately no one cares to listen to me much anyways...
and you are right D2D, I had a few beers last night and came up with the whole sig line thingy. Sorry it offended. I'll remove it.
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I used to consider this a 'trainer' for EtG trainer. EtG trainer is used to test decks while OEtG was used to test card ideas and such. It has steered away with that with larger updates like booster packs. IMO, this would have been MUCH better with a series of polls asking if XXXX should be implemented over XXXX.
I wasnt here when it was a trainer, so I cant comment on that, but it does seem the transition from card tester to seperate game sorta just happened without anyone realizing it.
I think the big problem with oETG is that it literally stands for open ETG, and it is having a bit of an identity crisis at the moment as know one really knows what it quite is right now.
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Really, the only way to test cards for inclusion in EtG is going to be making a clone of the game. if anything is changed there will be no way any card can be balanced to those currently in game...
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Really, the only way to test cards for inclusion in EtG is going to be making a clone of the game. if anything is changed there will be no way any card can be balanced to those currently in game...
I don't have a strong opinion one way or the other on oEtG, but if new cards are added to a clone of the game, and balanced, then new cards can be added to that on top of the added and balanced previously new cards. That would still serve the same balancing role, and allow CIA goers to have something to actually aspire to, given the dejected attitude players have towards it as of now.
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oEtG can still be seen as a balance tool for EtG. The core of the game and gameplay hasn't been changed and all the new cards are in the Armory, so they have already been discussed, liked and voted (Except Chaos Shield I think).
Yes, some buffs and nerfs have been made, many of them discussed in GS&F too, iirc (like the eternal dim shield's imbalance discussion). Also small stuff like permanents acting before creatures attack, something zanz changed long ago because of a bug he couldn't fix (it was the original idea after all) and a better AI is in development (many many pages of AI Improvement say it's needed).
Now, I don't see anything wrong in adding some fun to the game. Booster packs and trading is a good combination of features if cards are a bit harder to get, but that's subjective. New AIs can still be proposed and tested, such as cards, and you can use the "trainer mode" to test stuff without gaining all the cards.
If it makes you (you = everyone oposing to oetg) happier, I'm pretty sure some people can easily make a simple EtG back up apart from the current oEtG so it can be used as a duel tool for the times of server bork, specially tournaments, without any changes to etg's cards and mechanics.
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I used to consider this a 'trainer' for EtG trainer. EtG trainer is used to test decks while OEtG was used to test card ideas and such. It has steered away with that with larger updates like booster packs. IMO, this would have been MUCH better with a series of polls asking if XXXX should be implemented over XXXX.
I wasnt here when it was a trainer, so I cant comment on that, but it does seem the transition from card tester to seperate game sorta just happened without anyone realizing it.
I think the big problem with oETG is that it literally stands for open ETG, and it is having a bit of an identity crisis at the moment as know one really knows what it quite is right now.
I think this a good reason for why we need some kind of a sub-board for this. At this point openEtG has grown to the point where it can do pretty much whatever someone can dream up.
We need a place to have community input as to what direction(s) it should take from here.
A single thread just cannot provide a vehicle for properly supporting development, coordination, and community feedback roles all at the same time.
At this point, we will have no idea on what Zanz thinks about this project until such time as he sees fit to make a comment on it (if ever ... he does have a life after all and something like this is likely just a tiny blip in the corner of the radar).
There has been a lot of talk about whether or not this project is really what the community wants... but we've only heard a handful of voices on the matter... I think the best thing to do at this point is to set up polling somewhere and let the community weigh in on the relevant issues here.
E.g.
-Is this project a good idea in and of itself
-What direction(s) should it take
-What content / suggestions should be added
-What should get removed.
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-Is this project a good idea in and of itself
-What direction(s) should it take
-What content / suggestions should be added
-What should get removed.
-In short, yes.
-A training tool, foremost, and a complex balancing simulator. Once/if this thing gets PvP capabilities, (Sorry, hadn't seen the PvP button. Thanks, rob.) then it could be extremely viable for tournaments/duels for informal tournaments. (NVD, hint hint)
Not, at all, a replacement. Never.
-I think if the GUI gets polished a bit and the development gets stabilized after this initial dev period, then taking all the cards that are of extreme note in the Card Ideas and Art and adding them would be agreeable. Perhaps even a simulator version for creating your own cards and playtesting them.
-Removed? I dunno. I haven't played enough to find anything really go afoul of target, but if you're not going to sink more work into the Quests tab you've got open, then that might just be a waste of space.
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-Is this project a good idea in and of itself
-What direction(s) should it take
-What content / suggestions should be added
-What should get removed.
-In short, yes.
-A training tool, foremost, and a complex balancing simulator. Once/if this thing gets PvP capabilities, then it could be extremely viable for tournaments/duels for informal tournaments. (NVD, hint hint)
Not, at all, a replacement. Never.
-I think if the GUI gets polished a bit and the development gets stabilized after this initial dev period, then taking all the cards that are of extreme note in the Card Ideas and Art and adding them would be agreeable. Perhaps even a simulator version for creating your own cards and playtesting them.
-Removed? I dunno. I haven't played enough to find anything really go afoul of target, but if you're not going to sink more work into the Quests tab you've got open, then that might just be a waste of space.
It already has PvP capabilities. There has been a completed tournament with it already. (It was a play-at-the-pace-of-normal-forum-PvP-events type schedule though).
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-Is this project a good idea in and of itself
-What direction(s) should it take
-What content / suggestions should be added
-What should get removed.
-It was.
-It should stop now.
-For now, nothing.
-A lot of stuff.
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-snip-
It already has PvP capabilities. There has been a completed tournament with it already. (It was a play-at-the-pace-of-normal-forum-PvP-events type schedule though).
Ah, balls. I hadn't seen that. Thanks, Rob.
@DM Care to clarify? Or have I just not seen that either?
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A big problem this has, NO ONE has put any work into this thing aside from a few select people. People are wanting it to be a trainer/pvp when pvp is down thing, but those people arent putting any work into it. When it comes down to it, and this is a fact that people have to accept, is that its not a communiuty project. Its essentially (and this is coming from a guy thats been trying to help out with the gui) 1 guy doing all the work (previously serpex, now fippe) and everyone else wanting to be able to tell him what to do. Unless people want to take some responsibility for this and actually help instead of just complain, you have no right to say what it should be.
edit Odin, im not trying to dis you cause youve been helping out with it too, along with some other people, but Im talking any major thing being done being done by fippe/serepex.
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Unless people want to take some responsibility for this and actually help instead of just complain, you have no right to say what it should be.
Missing the point again, aren't we...
It's not about people being unhappy about what it is, it is about it being done without Zanzarino's explicit consent.
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Unless people want to take some responsibility for this and actually help instead of just complain, you have no right to say what it should be.
Missing the point again, aren't we...
It's not about people being unhappy about what it is, it is about it being done without Zanzarino's explicit consent.
i think BP was talking to the rest of us about how, instead of suggesting stuff, we help code it in or something
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Unless people want to take some responsibility for this and actually help instead of just complain, you have no right to say what it should be.
Missing the point again, aren't we...
It's not about people being unhappy about what it is, it is about it being done without Zanzarino's explicit consent.
i think BP was talking to the rest of us about how, instead of suggesting stuff, we help code it in or something
I was. But I mean, we can get rid of the civil discussion again. Thats cool too.
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-Is this project a good idea in and of itself
-What direction(s) should it take
-What content / suggestions should be added
-What should get removed.
-It was. Okay, thats kinda my bad for not being more specific: when / where did it go wrong.
-It should stop now.
-For now, nothing.
-A lot of stuff. Such as?...
^This was meant as a starting point for a poll or set of polls to get some feedback from the EtG community as a whole.
This debate has been going for less than a week and its already getting so long that its hard to track down what has been said...
In the interest of a sanity check, can we get a thread or something with all the relevant points placed at the top. (otherwise the mindflayers are going to have to come in and perform a mass ' :aether : lobotomy ' to prevent people from trying to use their ' :air :air :air : snipe ' skill on each other ... don't make me break out the card image quotes and memes... I'll do it!)
A poll / polls would also be good so we can get a concrete measure of the community's standing as a whole.
I would start the thread myself but as I have been helping with the project, it would be better to get a neutral unbiased member to post and moderate. (I'm not sure if that's possible at this point but at least lets find someone without a potential conflict of interest)
I realize that members on both sides have strong opinions, but lets try to keep things civil, and rational so we can get a (hopefully democratic) resolution process going instead of continuing this long drawn out flame war further.
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@Fippe:
I see Schrodinger's Cat uses it's skill every time it can. Can it be modified to be used only when the owner has death trigger cards?
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Minor bugs that happened:
AI used Earthquake on his own pillars against my monofire.
AI used fractal on a creature that he didn't even have quanta for.
Some card images are not showing.
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Coding...coding...I've been looking into Javascript more and more recently and I think if you guys hold me to this, I can start learning Javascript to a degree enough to help once the summer starts and I'm not so busy with school.
I mean this seriously. Send me stern messages once May comes around so I actually do it.
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So, I splurged and bought a Platinum Entropy booster, but only ended up with 2 of the 9 being Entropy. What formula is used to determine the number of cards per element in a booster? I wasn't expecting every card to be entropy... but more than 2.
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So, I splurged and bought a Platinum Entropy booster, but only ended up with 2 of the 9 being Entropy. What formula is used to determine the number of cards per element in a booster? I wasn't expecting every card to be entropy... but more than 2.
Theres either a 20% chance or a 40% chance of each card being the element you selected. I cant remember which
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Each card has a 40% chance of being the elemenet selected. Each card's element is decided independently, so it is possible to have no cards of the selected element, or all cards of the selected element, but this is pretty rare.
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@Fippe: if you read the PM I sent you almost a week ago, please make me know it
EDIT: What about this king of menu for the multiple decks? It looks more interactive.
Yeah I can't draw
(http://i.imgur.com/wdCWMsP.png)
Here you can see, hexagons (lol) are buttons and the rectangles labels. Here you see selected the Decks button and the Deck 2
The upper buttons change what's under the double horizontal line, they stay there while you are everywhere in the menu.
The buttons of the left lets you select your deck (Fippe said we are gonna have more than one) and shows you the deck you are selecting and its name (maybe naming them is a good idea for fun?).
The Edit button goes to the editor (if it fits, just under the double line). The other principal buttons (the upper ones) show you the AIs to play, the Arena options, shop and upgrade menu, all under the double line (again, if it fits).
I forgot to make the Quests button, but it's one of the principal ones and goes to the quest map or whatever quest manu you want to have,
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just started stumbling around the forum again recently, at first was sad to see that there was no update to the game since i had wandered off, and that the cia forum was stagnant- but then i saw this thread and got rather excited. huzzah :) keep it up, guys.
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I found more bugs:
- the AI prefers targetting a phoenix all the time instead of a 12|2 fire spirit
- aflatoxined malignant cells don't die, just lose their afla counter and spawn a new cell anyway
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Aflatoxined malignant cells don't die, just lose their afla counter and spawn a new cell anyway
Not q bug. At the end of the turn, Malignant skill activates before the poison, so you see generate --> Die sequence
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Damn forum bug doesn't let me edit my post.
EDIT: You see this sequence: Generate new cell (Malignant) ---> Die (poison) ---> Spawn Cell (Afla)
Not a bug
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guess we are going to EBWOP this forum then
EDIT cos im amazing and can do that: EBWOP= edit by way of post
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New accounts now get 3 Bronze Packs and 2 Silver Packs for free. These packs as well as all non-common cards gotten from oracle are now accountbound and cannot be traded nor upgraded (upgrade-possibility may be added later)
Demigods now have double draw (the rewards will increase, don't worry)
The upgrade store now shows the upgraded version of a card before upgrading.
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Well... a couple weeks and 60 votes later it appears that the majority voted to keep this project moving. I'm glad to see that we at least have the community's support for the moment. So I would like to try picking up the quest dev effort again.
So far I have a simple deck scanner method and put a few hooks in place that can
1) Check minimum and maximum limits for cards in the player's deck (and if desired it can easily be used automatically add or remove cards not meeting the limits)
2) Permute a player's deck (i.e. change cards from one to another)
3) Modify the players starting hp / max hp and mark power.
I think it may make life easier if we could use a database like system to store and load quest data, rather than having to hard code it in every time. Especially the story text. Its a bit messy to do hard code long text strings for anything over one or two lines, so loading from a text or database file may be the way to go there.
The deck checking tools could be useful for tournaments as well, I think... (I've always wondered what an FG tourney would be like). It certainly would make policing decks for restrictions easier.
Putting some kind of code box for tourneys and maybe displaying a validation code after the match could be useful for enforcing card restrictions.
Let me know if there is anywhere else I can help out that needs work... Coding, art, playtesting etc.
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Demigod Mode added to PVP!!
When enabled, you will have 200 HP, double deck, double draw and triple mark in your pvp game (Be sure to enable it before you click PVP)
Also, removed card rewards for all pvp, without random pvp I don't think there should be rewards.
Now you can have 3 decks! Simply switch by clicking the new "Deck X" buttons in editor when logged in. Whichever deck you have loaded when clicking done will be the one you play with.
Yes, the buttons may act a bit off, but that what happens when you have 3 sheets of buttons (one normal, one clicked, one mouseover). Will probably fix later and make it one sheet instead.
As always with new features, let me know if something doesn't work.
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Nice! I like the multiple deck option. I couldn't get the "Import" option to work with it though. Whenever I tried, it would import the cards and make the deck, but it wouldn't save it. I had to manually add each card for the deck to finally save.
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Working on the buttons some more.
Before I get to coding, Id like to know what kind of "highlighted" selection people like more. The one on the far left is not highlighted. The ones to the right of it are the options for highlight styles. Some are an inner highlight, some are an outer one.
(http://i.imgur.com/8XzdAPy.png)
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personally, i like the 3rd, 4th and last one better.
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1st and 4th
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they all look cool, but the 4th one is amazing
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Top row Regular
Mid Row, when clicked
Bot row on mouseover
(http://i.imgur.com/Q1XnjQL.jpg)
Thoughts?
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I like it, although I'll have to see it in action to know for sure if any tweeking in coloring etc. would be useful, but it looks very good!
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I made you guys some Emerald Pillar art.
(http://i.imgur.com/FBIUkLA.png)
Nothing super professional, but it'll do. I might touch it up later if I can.
And hey, what did you all think of different versions of oEtG? 'Cause if we get that set up, then I and probably whoever else wants to help can make a Noodles v. Donuts version for our own personal use.
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And hey, what did you all think of different versions of oEtG?
Fippe said that he will help people out with any questions they have with the coding, but if people want the different versions, they need to make it.
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I made an art suggestion for alpha wolf by merging a couple of sxc.hu images in GIMP:
(http://i.imgur.com/to0kCNL.png) Alpha Wolf | (http://i.imgur.com/wsMFl0P.png) Pack Wolf |
Look good?
(P.S. I can't remember the dimensions needed for card art so if anyone remembers, let me know so I can resize it)
I Like it. Also, I believe the size is 128x128
Thanks! I've rescaled them accordingly. Hopefully that should make it simpler to add them in.
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I Like it. Also, I believe the size is 128x128
Which style do people like more?
(http://i.imgur.com/sBEbW3s.png)
(http://i.imgur.com/x52Yk0Y.png)
Or would you prefer a mixture of the 2 like the top of one picture and the bottom of another?
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Bottom is better, because it's easier make new buttons fit if needed.
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Would you prefer it alligned to the left for more space? Or just change it up once more are added? I could even go on ahead and add dummy buttons that just say not available so they can just be replaced when needed. If the second option, how many dummy buttons?
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Nah,it's still easy to move them once new buttons are required. But if they already packed together there is less moving around, and it is much easier than if you spread them.
EDIT: Also, I really want Black Dragon as one of the dragons on a button, it's my fav art XD
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I think the bottom one is more aesthetically pleasing as well. The top one has everything separated makes it seem a little more jumbled and disorganized.
The new buttons are definitely very cool though.
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(http://i.imgur.com/x52Yk0Y.png)
1- Don't repeat the pics on the bottom buttons, just use one image and lower a bit the top button so there is space for the account info and stuff on the very top.
2- The logout and wipe account buttons are gross. I would move the buttons of the bottom a bit to the left and make simple elegant buttons on the bottom right for those two.
3- As Fippe said, replace the massive dragon for the black one in the Demigods button (if it still looks good cut)
I made an art suggestion for alpha wolf by merging a couple of sxc.hu images in GIMP:
(http://i.imgur.com/to0kCNL.png) Alpha Wolf | (http://i.imgur.com/wsMFl0P.png) Pack Wolf |
Look good?
Yep, totally!
Working on the buttons some more.
Before I get to coding, Id like to know what kind of "highlighted" selection people like more. The one on the far left is not highlighted. The ones to the right of it are the options for highlight styles. Some are an inner highlight, some are an outer one.
(http://i.imgur.com/8XzdAPy.png)
I don't like inner highlights much, but the 4th one and the last one are optimal
Hover over cards for details, click for permalink
719 719 719 719 719 719 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7am 7am 7am 7am 7am 7au 7au 7au 7au 7au 7au 8pk
This deck (+6 Toxic Fungus) didn't even win 2/20 games against Champions.
1- Spores cost 2 :life to turn into Fungus again, so the quanta is too tight even with all :life Pillars. Having something that uses death effects is impossible because of the lack of quanta.
2- Producing only 2 Spores instead of 3 makes the stall and rush pretty slow, as you get only 1 extra fungus per plague.
3- Your spores have 2 turns of vulnerability of mass CC, as they have summoning sickness.
4- I also tried to rush with Condors and Epidemic, but the quanta is too tight and it's really slow for a rush.
Note: I chose Plague over Dry Spell because it lets the Fungus attack once before dieing.
My conclusion: Make it generate 3 spores AND make the spores cost 1 :life instead of 2 :life to become a Fungus again, until it's proven OP.
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Fungus balance shouldn't be determined through whether you can devote 6 cards to killing your own stuff & still come out ahead. It's meant to be a defense mechanism to combat "CC GG" vs :life (not to say CC shouldn't help... which 3 spores can cause)
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I Like it. Also, I believe the size is 128x128
Which style do people like more?
(http://i.imgur.com/sBEbW3s.png)
(http://i.imgur.com/x52Yk0Y.png)
Or would you prefer a mixture of the 2 like the top of one picture and the bottom of another?
I think the top one is too spread out and the bottom one too cluttered. Try just averaging the space between the buttons and turning those big red 'logout' and 'wipe account' buttons in to smaller buttons that won't be accidentally pressed.
Also, for this: (http://i.imgur.com/FBIUkLA.png)
Should I also resize it? I think it's 256 square and not 128 square. Is that a problem?
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I don't actually like that emerald pillar, sorry Arty
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EDIT: Also, I really want Black Dragon as one of the dragons on a button, it's my fav art XD
Done :)
and turning those big red 'logout' and 'wipe account' buttons in to smaller buttons that won't be accidentally pressed.
Unfortunately due to a coding limitation, they have to be the same size, otherwise a whole new sheet would need to be added, which isnt impossible, and would totally work, but frankly, I dont feel like taking the time for right now :P The Wipe Account Button requires you to actually type something to prevent accidental wipeouts though.
Actually, speaking of coding limitations, I have a question Fippe or anyone that can answer. I know that we can only select a static shape (for example, a 200x400 box) for each sheet. If in that 200x400 selection for a button, there was only a button that was 50x100, would you still be able to click anywhere in that 200x400 shape to click the button, or would you need to actually click on the 50x100 button?
(http://i.imgur.com/gL7Jkw7.jpg)
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Once Brawl is over and I have a sane schedule again I plan on doing the gravity pillar based on this
(http://theartofthegarden.files.wordpress.com/2010/07/tuileries-sculpture-02_resize.jpg)
and finishing the mark set. I already have some awesome concepts for time and gravity marks.
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JSON would allow spritesheets to with varied dimensions. It'd also fix having random buttons indexed by some random number
Possible utilities for this:
https://github.com/krzysztof-o/spritesheet.js
http://www.goodboydigital.com/pixijs/docs/classes/SpriteSheetLoader.html documents how PIXI supports json described spritesheets
This would also allow the repository to have non packed images in assets, which would be stitched together as a build step (similar to how js.js isn't in the repository since it isn't "source")
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I don't actually like that emerald pillar, sorry Arty
Sorry. I tried.
I'll do this again or maybe some other card in a different style later, once I have more time. What would you (and I presume other art critics) want to see in card art?
Keep in mind I'm not extremely multi-talented art-wise atm, so you'll have to take what you can get at some point. Or not take it, as the case may be.
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Update!
The Import buttons now works properly, both when logged in and logged out.
Endow skill changed, so that if you endow something that has the endow ability, you don't get it (you just lose your endow skill instead)
This to prevent the extreme damage ramping that was possible with Crusader+Living Weapon. (You could get 100s of attack pretty fast with Crusader that endowed itself)
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Update!
The Import buttons now works properly, both when logged in and logged out.
Endow skill changed, so that if you endow something that has the endow ability, you don't get it (you just lose your endow skill instead)
This to prevent the extreme damage ramping that was possible with Crusader+Living Weapon. (You could get 100s of attack pretty fast with Crusader that endowed itself)
And the damage counter triggering? ;D
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I posted the decks from the tourney, together with comments. The most OP combo I found was regrade (upped) + nova, that gives you a first turn SN. My suggestion is making regrade cost 1 and give a boost of 3 instead of 2 quanta.
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Suggestion:
Unupped Time Bomb: just like it is now
Upped Time Bomb: Tick is free and it deals 11 damage instead of 9
Unupped Time Terror: Like the current Time Terror, dealing 3 damage instead of 4
Upped Time Terror: Tick costs 1 and deals 4 damage.
The HP and damage dealt by 'Tick' don't change
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Tick should be free. Currently Time Bomb is 4 :time to deal 9 damage to opponent. Compare to Lightning which can target creatures. This ignoring the opponent killing the bomb. UG is stronger with AoE & not being vulnerable to AoE since there's no AoE PC & being faster
Deck to consider Fractal Time Bomb with Thunderstorm splash. Thunderstorm self so that the damage only costs 2 :time. Feels brittle, psiontal & fractix remain the better decks. I don't think tick being free changes that
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Tick should be free. Currently Time Bomb is 4 :time to deal 9 damage to opponent. Compare to Lightning which can target creatures. This ignoring the opponent killing the bomb. UG is stronger with AoE & not being vulnerable to AoE since there's no AoE PC & being faster
Deck to consider Fractal Time Bomb with Thunderstorm splash. Thunderstorm self so that the damage only costs 2 :time. Feels brittle, psiontal & fractix remain the better decks. I don't think tick being free changes that
Then what about Time Bomb dealing 20 damage and unupped with 3 HP and upped with 2? Thunderstorm splash isn't that good imo, it would make a trio
EDIT: Creatures with Adrenaline that have Regenerate skill (flying staves) or vampire with Adrenaline only heal 2 times. Why? That strategies have never been OP and having an adrenastaves or adrenavamps AI is funny
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Random idea. What if all elements have their own unique "powers" for example if your element is death every 3 creatures that die put a poison counter on the opponent life regenerates 2 HP every turn ect. It would make your elemental choice mean a little more.
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Random idea. What if all elements have their own unique "powers" for example if your element is death every 3 creatures that die put a poison counter on the opponent life regenerates 2 HP every turn ect. It would make your elemental choice mean a little more.
I don't like that personally if there was say something you could do to earn the bonuses beyond what element you pick maybe but not, you picked this element here's a bonus for you.
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Random idea. What if all elements have their own unique "powers" for example if your element is death every 3 creatures that die put a poison counter on the opponent life regenerates 2 HP every turn ect. It would make your elemental choice mean a little more.
I don't like that personally if there was say something you could do to earn the bonuses beyond what element you pick maybe but not, you picked this element here's a bonus for you.
Related Idea. (http://elementscommunity.org/forum/game-suggestions-and-feedback/(game-suggestion)-battlefields/)
Having advantages (what about with your mark?) is something that can be achievable by doing certain quests related to that element. And this is ofc without a map separated by elemental zones and stuff like Higs said. Thoughts?
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Hey all! I am back from vacation :) Loving everything thats been done!
Here is some art :D
Spark | Ball Lightning
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/spark_128x_zpsa681a49b.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/ball_lightning_128x_zpse0659ffc.png)
Lava | Magma (or the other way around if you prefer!)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/lava_magma_2_128x_zps78797385.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/lava_magma_128x_zps04923241.png)
Ash (as in Phoenix Ash)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/ash_128x_zpsffbed651.png)
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(as in Phoenix Ash)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/ash_128x_zpsffbed651.png)
Ohh I thought it was Ash Ketchup of Pallet Town. Great art, Rav. I like your style, as always.
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@Chapuz :P :P :P
Pendulums:
Edit: Oops, was missing one somehow. :P I'm an airhead sometimes.
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_water_zps72dbd5bd.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_light_zps7068a6c0.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_darkness_zps28931504.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_aether_zps2175db40.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_time_zpsf266866c.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_air_zps6a84ed87.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_fire_zpsd7108198.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_quantum_zps4e10dd40.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_life_zpsec67f88e.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_earth_zpsc37bc9dd.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_gravity_zps4d0dc118.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_death_zpsea9dcf24.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/pendulum_entropy_zpsfe51520f.png)
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Gorgeous art Ravizant. Absolutely gorgeous! Its good to have you back.
Those pendulums would make pretty sweet shard images as well.
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Shards?
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_void_zpsab26ae33.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_wisdom_zpsb0b5d1e3.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_serendipity_zps95ba389a.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_sacrifice_zpsa9e30603.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_focus_zpsc3c61073.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_integrity_zps140f31ee.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_gratitude_zps000e8ce3.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_bravery_zpscc449978.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_patience_zpsdf6227e1.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_divinity_zps8830eac2.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_freedom_zps60ba78c3.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shard_readiness_zpsdc3f5470.png)
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Hmmm somwhow I imagine the shards more... refined. Maybe one of those stones can be used as Gift of Oceanous or something ese?
And the pendulums are sweet btw
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Hmmm somwhow I imagine the shards more... refined. Maybe one of those stones can be used as Gift of Oceanous or something ese?
And the pendulums are sweet btw
Not really, as shard means 'fragment' or 'a piece of something broken'. So if they are refined, they are not shards anymore. 8)
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Yeah, if Shards were refined and balanced, they wouldn't be Shards anymore :P
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I liked the shards art. I do think that we should avoid the one art, with different colours thing (it's excellent we are avoiding this for the nymphs). At least add something more to give it a bit more of identity, like you did it with the pendulumns. If the rocks could have different shapes that would be even better.
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Hmmm somwhow I imagine the shards more... refined. Maybe one of those stones can be used as Gift of Oceanous or something ese?
And the pendulums are sweet btw
Not really, as shard means 'fragment' or 'a piece of something broken'. So if they are refined, they are not shards anymore. 8)
Yeah, if Shards were refined and balanced, they wouldn't be Shards anymore :P
Oops my english derped. Well I think we have 30 new lovely images now ^^
I didn't se shard abuse in oetg yet. I use SoP a lot because AIs aren't that loaded in PC.
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Consider it filler for now, I agree that they could be a little more different! -- the art can always be replaced later xD (it wont hurt my feelings!)
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New art added. I really like it, especially the pendulums.
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Again, awesome job on the art. Its nice to have a series done by the same artist because it gives a nice consistent feel to the series. You rock Rav!
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Mage decks no longer randomly created, they now have 18 decks made by CG. Also, the rewards for AI battles are gonna be raised soon a little bit, since they have gotten harder now.
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Serpex made a little change a while ago: every on-hit skill only affects twice with Adrenaline. This is like in EtG with poison and devourers, but does anyone else think that Vampire and Regenerate (from flying staves or staff crusaders) should be applied on every hit?
EDIT: A rush into the new Mages to see if a buff is needed:
Mono aether: 16-4
Hover over cards for details, click for permalink
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61s 61s 61s 61s 61s 61s 61t 61t 61t 61t 61t 61t 61v 61v 61v 61v 8pu
Mono fire: 20-2
Hover over cards for details, click for permalink
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f6 5f6 5f7 5f7 5fc 5fc 5fc 5fc 5fc 5fc 5gi 5gi 5gi 5gi 5gi 5gi 5gi 8po
I will continue in 1-2 days with other basic classic decks. Help will appreciated.
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list of mages please?
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Too laze to actually format these and write down all the OEtG cards it uses, because that was horrible last time I did that :P
(life/light healing; miracle/dstaff/rejuv) The Wall
5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5c5 5c2 5c2 5c2 5c2 5c8 5c8 5c8 5c8 5ci 5c3 5l8 5l8 5mq 5mq 5lo 5lo 5lm 5lm 5lm 5lm 5ln 5ln 5la 5la 5li 8pq
(life bond swarm; fungus) The Horde
5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5de 5de 5de 5de 5de 5de 5de 5de 5cb 5cb 5cb 5cb 5ce 5c6 5c6 5c6 5c6 5c9 5c9 5ca 5ca 5cr 5cr 5cr 5cr 8pn
(life/fire weapons; --) The Weaponsmith
4t4 4t4 4t4 4t4 4tc 4tc 4td 4td 4td 4td 5c7 5c7 5c7 5c7 5c4 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5ff 5ff 5ff 5ff 5fh 5fh 5fh 5fh 5f6 5f6 5f8 8pn
(time/grav scarabs; pharaoh/chimera) The Swarm
55q 55q 564 564 564 564 560 566 566 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5rk 5rk 5rk 5rk 5rq 5rq 5rq 5rq 5rq 5rq 5rs 8pl
(rainbow deckstealer; clepsydra) The Mirror
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 502 502 535 55v 599 599 599 5cc 5fc 5in 5lq 5lq 5os 5rl 5vb 5vb 623 623 623 623 8pu
(earth/water nymphs; trident/earthquake/arctic squid) The Waves
58o 58o 58o 58o 58o 58o 58o 58o 598 598 598 593 58s 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i6 5i6 5ib 5ic 5ig 5ig 5ig 5ig 8pm
(earth/gravy devour; pulvy) The Eater
576 576 576 576 576 576 576 576 576 576 576 576 576 576 563 563 55p 55p 55r 55r 55r 55r 58t 58t 58t 58t 58q 58q 58v 591 591 591 8pm
(fire control; burn card/fahren/seraph) The Ashes
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5f4 5f4 5f4 5f4 5f6 5f6 5f6 5f6 5f7 5fb 5fb 5fb 5fb 5fg 5f8 5f8 5fc 5fc 5fc 5fc 5fe 8po
(air/light dive; owl eye/sky blitz/morning star) The Gale
5lb 5lb 5lb 5lb 5lf 5lf 5lf 5lf 5lh 5oc 5oc 5oc 5oc 5oc 5oc 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5oe 5oe 5oe 5oe 5ol 5or 5or 5op 8pq
(time draw power/denial; eternity/innovation) The Clock
5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5rk 5rk 5rk 5rk 5s1 5rl 5rl 5rl 5rl 5ro 5ru 5ru 5ru 5ru 5s0 5s0 5s0 5s0 5rm 5rm 8ps
(dark/death poison/deathstalkers; arsenic) The Contagion
52g 52g 52g 52g 52g 52g 542 542 542 542 542 542 52o 52o 52o 52o 52q 52u 52u 52u 52u 52p 52p 52r 52r 5un 5un 5un 5un 5uq 5uq 5uq 5uq 8pt
(entropy rng; discord) The Uncertainty
50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 4vi 4vi 4vi 4vi 4vk 4vk 4vk 4vk 4vl 4vs 4vs 4vs 4vs 4vt 501 501 8pi
(grav catapult; titan) The Weight
55k 55k 55k 55k 55k 55k 55k 55k 576 576 576 576 576 576 576 576 55t 55t 561 561 561 562 562 562 562 55p 55m 55m 55m 55m 55s 565 565 55o 55o 8pl
(aether non-immortals; lobo/fractal) The Ethereal
61o 61o 61o 61o 61o 61o 61o 61o 63a 63a 63a 63a 63a 63a 63a 63a 61q 61q 61u 620 620 620 620 625 625 625 625 627 627 627 627 61t 61t 61t 61t 622 8pu
(dark things-that-suck; stiletto) The Vacuum (alternately, The Your Mom)
5uk 5uk 5uk 5uk 5uk 5uk 606 606 606 606 606 606 5ur 5us 5us 5us 5us 5v3 5v3 5v3 5v3 5uq 5uq 5ut 5ut 5ut 5ut 5up 5up 5uo 8pt
(rainbow novafarm/new card showcase; --) The Chromatic
4sa 4sa 4sa 4sa 4sc 4sc 4sc 4sc 4vj 4vj 4vj 4vj 4vj 4vj 4vh 4vk 52i 532 55u 563 599 598 5cc 5fi 5iq 5il 5lp 5os 5ri 5un 627 8pi
(fire immofarm/growing critters; --) The Pyre
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f1 5f1 5f1 5f1 5f3 5f3 5f3 5f3 5f9 5f9 5f9 5f9 5f9 5f9 5f4 5f4 5f4 5f4 5fa 5fa 5fa 5fa 5l9 5l9 5l9 5l9 8pm
(death/ent soulcatcherfarm/skeletons; --) The Dead
4vq 4vq 4vq 4vq 52g 52g 52g 52g 52g 52g 52g 52g 52v 52v 52v 52v 52v 52v 52k 52k 52n 52n 52n 52n 531 531 531 531 52p 52p 52r 52r 8pj
I'd be grateful if someone took the time to properly format these, I won't though.
EDIT: Also, Update: Trading with any rarity is now possible, with the exception that Ultra-Rare can only be traded for other Ultra-Rares. Reward formulas for AI now updated
Basic formula: floor((base+floor(hp/hpfactor))*if(EM, 1.5, 1))
Commoner: Cost:0; base:1, hpfactor:11
Mage: Cost:5; base:6, hpfactor:7
Champ: Cost:10; base:11, hpfactor:6
Demigod: Cost:20; base:31, hpfactor:2
Reward examples: format: (1/100HP); (50/100HP); (99/100HP); (100/100HP); (50/50HP); (150/500HP); (150/150HP); (500/500HP);
Commoner: 1;5;10;15 7;14;21;69
Mage: 6;13;20;30 19;27;40;115
Champ: 11;18;27;40 28;36;54;141
Demi: 31;56;80;121 84;106;159;421
Bugfixes: AI no longer uses Shrödinger's Cat's ability every turn, it only does so when it has at least 1 card on the field that triggers on death effects. Voodoo+PU now works as it does in Elements.
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Art suggestions
Virus / Retrovirus card: (http://i.imgur.com/M69Dx8H.png)
(http://i.imgur.com/Z9tgk8c.png)
| Bonewall card: (http://i.imgur.com/Rrd44vC.png)
(http://i.imgur.com/2BfdoqU.png)
| Skeleton Card: (http://i.imgur.com/ZkcaYcL.png)
(http://i.imgur.com/P5knfov.png)
|
Virus art credits:
Created by merging
virus art link: http://en.wikipedia.org/wiki/File:CowpeaMosaicVirus3D.png
skull art link: http://www.freeimages.com/photo/1132296
Merged by OdinVanguard
Bonewall art Credits:
Created by modifying: http://www.freeimages.com/photo/1148998
Modified by OdinVanguard
Skeleton art Credits:
Original art link: http://www.freeimages.com/photo/1078717
Modified by OdinVanguard using GIMP
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I like the virus one and the darker skeleton one.
I don't see the bone wall very boney though, they look like weird 3 pieces of skull thrown in rocks and the style isn't my favourite.
EDIT: @Fippe, it would be nice for future newbs if pillars and pends have their respective descriptions and an infinite symbol in the editor :)
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Spidercowtal in sandbox is very fun. I'm using 5 fractals. :D
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Spidercowtal in sandbox is very fun. I'm using 5 fractals. :D
I tried it once, unupped, and it's fun indeed but the quanta balance to use all the needed abilities is very tricky and the attack is so slow that something must be done with the defense. But yeah against commoners it's very fun to play
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It owns 150hps, with all uppeds :D
13 :entropy pends
6 SN
6 Micro spider cow
5 fractal
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This are the current Mages.
Note 1: There is a maxium of 4 copies per card to make the decks more varied.
Note 2: There is currently only 1 copy of each rare between all the decks. If there could be more can always be discussed, but ColorlessGreen designed them this way.
The Wall
(http://i.imgur.com/jr0ylLh.png)
The Horde
(http://i.imgur.com/oYG5Ldu.png)
The WeaponSmith
(http://i.imgur.com/TZRJ17A.png)
The Swarm
(http://i.imgur.com/e9xekNB.png)
The Mirror
(http://i.imgur.com/0ipZJE8.png)
The Wave
(http://i.imgur.com/C8nS3R4.png)
The Eater
(http://i.imgur.com/GfXnd7P.png)
The Ashes
(http://i.imgur.com/m3aUbTh.png)
The Gale
(http://i.imgur.com/qzYVdKF.png)
The Clock
(http://i.imgur.com/eul5Awn.png)
The Contagion
(http://i.imgur.com/SKdeskB.png)
The Uncertancy
(http://i.imgur.com/wUZxBGc.png)
The Weight
(http://i.imgur.com/OqvLPTX.png)
The Ethereal
(http://i.imgur.com/fDiParz.png)
The Vacuum
(http://i.imgur.com/1TmJhOO.png)
The Chromatic
(http://i.imgur.com/vbfULSt.png)
The Pyre
(http://i.imgur.com/vZFJ9KZ.png)
The Dead
(http://i.imgur.com/AonACHW.png)
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Can we open a new thread for these decks for easier accessibility? It would be nice.
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Can we open a new thread for these decks for easier accessibility? It would be nice.
Fippe will put them in the OP
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Is there any way of transferring my etg acount to openETG? I don't want to farm for ages again ;)
It looks solid tough. New cards and strategies to try out.
I would love to help out but I know nothing about coding. Is there anything else I can help with besides that? (bear in mind that my artistic qualities aren't really that good either ?_?.
Anyway, with all these new cards, it looks like I'll be around for a little longer.
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Is there any way of transferring my etg acount to openETG? I don't want to farm for ages again
ColorlessGreen took only a week to have a full set of cards. If you start now it will take fewer days than after it gets harder xD
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Is there any way of transferring my etg acount to openETG? I don't want to farm for ages again
ColorlessGreen took only a week to have a full set of cards. If you start now it will take fewer days than after it gets harder xD
Allright, I'll start farming then :)
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I have negative 22 gold. I 'do not have enough gold to fight commoners'. There is no 'sell card' function.
Man I hate you guys :(
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I have negative 22 gold. I 'do not have enough gold to fight commoners'. There is no 'sell card' function.
Man, I hate you guys :(
You lost :P yeah probably there is missing a function that sets your gold in 0 if it gets lower after a fight
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I have negative 22 gold. I 'do not have enough gold to fight commoners'. There is no 'sell card' function.
Man, I hate you guys :(
You lost :P yeah probably there is missing a function that sets your gold in 0 if it gets lower after a fight
does that mean he has to whipe his account and start all over again?
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I have negative 22 gold. I 'do not have enough gold to fight commoners'. There is no 'sell card' function.
Man, I hate you guys :(
You lost :P yeah probably there is missing a function that sets your gold in 0 if it gets lower after a fight
does that mean he has to whipe his account and start all over again?
No, Fippe will surely add that feature and restore his gold to 0
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Seems like you can't delete your account anyway. I pressed that button a million times but nothing happens.
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Seems like you didn't read the text that says 'insert your name into the trade box to reset'
And yeah, I reset. I didn't have much anyways :P
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I am busy now, no time for bughunteing, but I made it so you can always play commoners even if you have negative gold (I hope the fix works)
If you know what caused you to have negative gold, that would help.
@mega plini: read the text on the text box right above chat input at the bottom. You have to type your username in challenge for "Delete account" to work.
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couple more pointers one is more a question to CG when he built those mages did he factor in the fact the ai is capable of playing decks now because some of them unless you get a perfect draw will stomp most newbie decks even with my experienced deckbuilding i still struggle with some.
Bug whether ths is just me or firefox but after i play oetg for an extended period of time it crashes my browser.
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couple more pointers one is more a question to CG when he built those mages did he factor in the fact the ai is capable of playing decks now because some of them unless you get a perfect draw will stomp most newbie decks even with my experienced deckbuilding i still struggle with some.
Bug whether ths is just me or firefox but after i play oetg for an extended period of time it crashes my browser.
I haven't had it outright crash chrome yet, but it does seem to be slowly drawing more cpu power the longer I play without reloading. It Could be a memory leak of some kind... I have no idea how to go about hunting that down in JS yet since I'm still learning, but I'll keep an eye out.
Hopefully I'll have a little free time this week to go bughunting and questbuilding.
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As it's vrt's art (and I think he gave this to oEtG) I would like to suggest adding Elite Charger's art (http://elementscommunity.org/forum/gravity-71/sapphire-charger-elite-charger/) too (it's a bit different and better than the Saphire Charger) :)
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As it's vrt's art (and I think he gave this to oEtG) I would like to suggest adding Elite Charger's art (http://elementscommunity.org/forum/gravity-71/sapphire-charger-elite-charger/) too (it's a bit different and better than the Saphire Charger) :)
I probably looked at that card 1000 times but had never noticed the difference. LOL
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Possible bugs with the Devourer|Pest card (or at least needs to be noted in implementation differences)
- Loses its siphon-quanta ability when it burrows. The ability does not return if it unburrows.
- The siphon-quanta ability is loboable (may not be a bad thing but differs from EtG where it is not loboable)
I discovered these while running an eclipsed-pest-tunnel deck.
The first one should probably get fixed. At the very least the siphon ability should come back when the creature unburrows.
The second one may not be as big of an issue.
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Possible bugs with the Devourer|Pest card (or at least needs to be noted in implementation differences)
- Loses its siphon-quanta ability when it burrows. The ability does not return if it unburrows.
- The siphon-quanta ability is loboable (may not be a bad thing but differs from EtG where it is not loboable)
I discovered these while running an eclipsed-pest-tunnel deck.
The first one should probably get fixed. At the very least the siphon ability should come back when the creature unburrows.
The second one may not be as big of an issue.
The fact that it is lobo-able is noted as a nerf in the OP. The other issue is weird indeed.
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In actives.js (https://github.com/Fippe94/openEtG/blob/master/actives.js#L135)
c.active = {cast: Actives.unburrow};
should be
c.active.cast = Actives.unburrow;
This bug doesn't exist in unburrow
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Possible bugs with the Devourer|Pest card (or at least needs to be noted in implementation differences)
- Loses its siphon-quanta ability when it burrows. The ability does not return if it unburrows.
- The siphon-quanta ability is loboable (may not be a bad thing but differs from EtG where it is not loboable)
I discovered these while running an eclipsed-pest-tunnel deck.
The first one should probably get fixed. At the very least the siphon ability should come back when the creature unburrows.
The second one may not be as big of an issue.
The fact that it is lobo-able is noted as a nerf in the OP. The other issue is weird indeed.
Devourer's draining is an automatic active, & thus loboable. This impacts SoI
Is the 1 active ability a coded hard limit somewhere?
Is the changing of the burrow/unburrow active ability impacting the now active devourer ability?
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Castable actives are thing.active.cast, which is a function. So yes, it's a hard coded limit (of 1 castable active). Devourer's siphoning isn't castable active, but lives in the active table rather than the passive table. Burrow was completely wiping the active table when setting the castable active to Actives.unburrow
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Castable actives are thing.active.cast, which is a function. So yes, it's a hard coded limit (of 1 castable active). Devourer's siphoning isn't castable active, but lives in the active table rather than the passive table. Burrow was completely wiping the active table when setting the castable active to Actives.unburrow
Ah, so OEtG changed the 1 active ability limit to a 1 activated ability limit? Good move.
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Bug fix update:
Burrow for devourers fixed.
Fixed a bug where you would lose 10 gold from playing arena no matter if you won or lost. Arena reward is currently set to 15 gold.
Skull Shield no longer activates when skeletons attack.
SoSac now lasts 2 turns as it should.
Things I want feedback on:
In Elements, all shields with effects on attacking creatures except Solar Shield only triggers when the attack actually goes through, but Solar Shield triggers even when the attack is fully blocked. In OEtG, this is standardized, meaning a clear nerf for solar shield. So, do youeither want it to remain like this (probably not), make all shields activate even when an attack is fully blocked, or change to the "exception" like in Elements?
Crusader currently copies the weapon's status too, meaning the crusader gets cured of poison and other status effects when endowing. Should it remain like this or should Crusader not copy status at all?
And lastly, with the buff of Command Skeletons, that card now creates Skeletons on use. This means that the normal Skeleton card is a bit redundant, even more so that it already was. Should I remove it as a standalone card? Because it is currently even more useless than before.
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With regard to the Shield actives, I think it would be good to keep the "exceptions" like in elements. It gives a means to fine tune shield balancing (which shields like solar shield need). It makes sense that some shields only punch back when hit hard enough (i.e. a creature has to hit the spine carapace hard enough to actually impale itself).
If this is too tricky to code its probably not a huge deal, but if it does have to be one way or the other I think always triggering is the better option or else solar shield will be even less useful (and it doesn't need a nerfing right now).
The crusader idea is interesting... Is it possible to have this done additively. I.e. instead of just making it match the weapon status it adds any status effects on top of what is already there? If its too much trouble its probably fine to leave as is.
With the buff to command skeletons, the skelly card is indeed pretty useless... I think it might be better, however, to make command skeletons and boneyards into an uncommon rarity and keep skeletons as lowely commons. Much like the type other weapons, the skelly would serve as a fill in card for starters.
In any event, I think skelly should be left in for tournament purposes if nothing else. Its a nice 1 quanta death creature so it can fill a role in tournament meta and as NPC filler.
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for Crusader: weapon status =/= player status, so the only thing that will be copied is the weapons delay and freeze status, and all status effects on Crusader would disappear.
Skeletons: Keep in mind, the card can still be used in sandbox mode if you know the code, and Quest AIs can use any card, including token cards.
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Things I want feedback on:
In Elements, all shields with effects on attacking creatures except Solar Shield only triggers when the attack actually goes through, but Solar Shield triggers even when the attack is fully blocked. In OEtG, this is standardized, meaning a clear nerf for solar shield. So, do youeither want it to remain like this (probably not), make all shields activate even when an attack is fully blocked, or change to the "exception" like in Elements?
Crusader currently copies the weapon's status too, meaning the crusader gets cured of poison and other status effects when endowing. Should it remain like this or should Crusader not copy status at all?
And lastly, with the buff of Command Skeletons, that card now creates Skeletons on use. This means that the normal Skeleton card is a bit redundant, even more so that it already was. Should I remove it as a standalone card? Because it is currently even more useless than before.
I think it would be beneficial to have code for effects triggered by both prehit and posthit triggers. Especially if you add new shields.
I would think adding status effects would be more accurate than copying status effects.
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Things I want feedback on:
In Elements, all shields with effects on attacking creatures except Solar Shield only triggers when the attack actually goes through, but Solar Shield triggers even when the attack is fully blocked. In OEtG, this is standardized, meaning a clear nerf for solar shield. So, do youeither want it to remain like this (probably not), make all shields activate even when an attack is fully blocked, or change to the "exception" like in Elements?
Crusader currently copies the weapon's status too, meaning the crusader gets cured of poison and other status effects when endowing. Should it remain like this or should Crusader not copy status at all?
And lastly, with the buff of Command Skeletons, that card now creates Skeletons on use. This means that the normal Skeleton card is a bit redundant, even more so that it already was. Should I remove it as a standalone card? Because it is currently even more useless than before.
Shields: Trigger effects if the attacking creature has 1 or more attack. It doesn't matter if the attack is totally blocked (I want my solar shield generate light against malignant cells, apart from blocking their attack).
Crusader: Copying statuses is fine.
Skeletons: Don't remove them as a standalone card yet, do it when there are 1-2 more cards that generate skeles.
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About crusader: Copying things like mommentum and adrenaline make sense to me. Messing with poison counters makes no sense at all. (it is probably okay balancewise, I just don't see a thematic justification)
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I think there is a bug with corpse explosion. The screen just freezes after the AI plays it. I couldn't even resign anymore. I took two screenshots, hopefully that can help you guys.
(http://i60.tinypic.com/f0q9ug.png)(http://i57.tinypic.com/2ewz6tf.png)
Also there is a visual bug with sanctuary. The image isn't correctly displayed. I also took a screenshot :)
(http://i58.tinypic.com/2i1efqs.png)
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for bug reports: please use Ctrl-Shift-J and take screenshot of the error messages. For the sanctuary, are you sure it is specifically sanctuary? I have seen sometimes some cards doens't show up properly on the game board, but haven't found the exact cause.
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Code reward system added! Just input your code in the 'challenge' box and click Reward! Of course, this is only relevant to those that actually have codes. I will send out reward codes to the openEtG Tournament winners now.
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for bug reports: please use Ctrl-Shift-J and take screenshot of the error messages. For the sanctuary, are you sure it is specifically sanctuary? I have seen sometimes some cards doens't show up properly on the game board, but haven't found the exact cause.
Okidoki, I'll keep it in mind next time. As for the visual bugs, I can't confirm any other cards being bugged, but I'll keep an eye on them.
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Confirming that the codes worked
(https://dl.dropboxusercontent.com/u/7229007/tourney.png)
and the first mark of chroma ever is being used :P
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Confirming that the codes worked
(https://dl.dropboxusercontent.com/u/7229007/tourney.png)
and the first mark of chroma ever is being used :P
Congrats andre, deserved for descovering the regrade + SN combo that was (imho uselessly) nerfed.
@Fippe: I didn't look at the code of the image loading, but does the game load ALL the images when you open the game? I have the impression that the card art is loaded when you hover them for the first time. That may be the cause of the card arts not being displayed sometimes. Also, I didn't check it yet but did you add the life pendulum art?
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By "uselessly" you mean you disagree with the combo not being OP? Even if balanced, it clashed with the concept behind giving Nova a 1 :rainbow cost: when unupped, one shouldn't be able to generate quanta in their first turn. I don't know the details of the nerf tho, from what I read upped was nerfed too & that might've been excessive
Card art is loaded individually. A lot of the UI is packaged into spritesheets which are loaded together (assets folder in source)
maybeStartMenu makes it so that the menu doesn't appear until after a number of resources have completed being downloaded
Life Pend has been added (http://etg.dek.im/Cards/7bu.png)
PS belated @moomoose glad to see your approval, your CI&A posts were an obvious resource when growing the card pool
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@serpex: I really don't know why you think that no quanta should be generated in turn 1. In the upped side, towers give you quanta in turn 1 so from that point of view the no-quanta in turn 1 is applied only in the unupped side. Therefore, here is no reason for upped Regrade not being able to be casted in turn 1 with no towers turning Novas into SNs.
Even in the unupped side I don't know why you nerfed Nova and berfed Immolation. 0 cost quanta cards like that ones are balanced in need of a good draw and offer a wider usage and promote making unupped rainbow rushes instead of monos.
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New art for Draft (by myself) is just added!
Enjoy! ;)
(http://i.imgur.com/aLHXOCu.png)
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cool, looks like a aether card
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Butterfly Effect art suggestions:
(http://i.imgur.com/nZhVreA.png) or (http://i.imgur.com/ke1ITEt.png)
Attempt at an art image for gryphon:
(http://i.imgur.com/GbQL7pT.png)
Original Art Links: Gryphon : http://en.wikipedia.org/wiki/File:Scagryn0013.jpg Cloud: http://www.freeimages.com/photo/1442304 Merged by OdinVanguard using GIMP
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For BE I think it would be more interesting to get an image of Lorenz's attractor and recolour it a bit.
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The 2nd BE isn't bad, and I can't see a gryphon in the 3rd image xD
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Suggestion for Nymph's Tears art:
(http://i61.tinypic.com/w7des6.jpg)
Created by merging:
https://img0.etsystatic.com/002/0/7026052/il_570xN.404571990_tcnc.jpg
http://www.loveorabove.com/assets/images/home/water_drop.png
http://keukenprins.logze.nl/files/2014/02/Splash-Water-Wallpapers13.jpg
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The art needs to be in a square format. I'd use something different than the "Splash Water Wallpaper" for the background (I can give you a water texture file I have if you want). I'd also use the whole of "water drop", instead of a zoomed up version. The bottle is cool looking.
The seams left in the drawing should all disappear when the image is resized, so it's okay.
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The 2nd BE isn't bad, and I can't see a gryphon in the 3rd image xD
Ya, I'm kinda sad that it didn't quite come out right... (hence "attempt") ... looks more like an eagle right now. Thought that could be a good CI&A card (gets ideas).
Suggestion for Nymph's Tears art:
(http://i61.tinypic.com/w7des6.jpg)
Created by merging:
https://img0.etsystatic.com/002/0/7026052/il_570xN.404571990_tcnc.jpg
http://www.loveorabove.com/assets/images/home/water_drop.png
http://keukenprins.logze.nl/files/2014/02/Splash-Water-Wallpapers13.jpg
Gorgeous artwork. P.S. the art image size appears to be 128 by 128, so it would look like
(http://i61.tinypic.com/w7des6.jpg)
on the openEtG cards... very nice merge job!
Got an art image that should work well for Enchant Artifact:
(http://i.imgur.com/16TE8Fg.png)
Original artwork from sxc.hu: http://www.sxc.hu/photo/164410
Modified by OdinVanguard using GIMP
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I thought resizing would make the bottle look awkward, ignore my suggestions and put it in the game already XD
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Suggestion for Nymph's Tears art:
(http://i61.tinypic.com/w7des6.jpg)
Created by merging:
https://img0.etsystatic.com/002/0/7026052/il_570xN.404571990_tcnc.jpg
http://www.loveorabove.com/assets/images/home/water_drop.png
http://keukenprins.logze.nl/files/2014/02/Splash-Water-Wallpapers13.jpg
Gorgeous artwork. P.S. the art image size appears to be 128 by 128, so it would look like
(http://i61.tinypic.com/w7des6.jpg)
on the openEtG cards... very nice merge job!
Well that looks really good :)
It's my first time ever working with photoshop and stuf so I'm really glad you guys like it! I'll make some more in the future ;D
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Just maked art for Dagger ( Other card). Always something, even if this isnt a very special :P
(http://i.imgur.com/fZgau7L.png)
I took needed art from http://www.goods.pl/product/description/2611/Sztylet_Cold_Steel_Hand_And_A_Half_Dagger(88HNHD).html#.U3um-9J_vdM
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Just maked art for Dagger ( Other card). Always something, even if this isnt a very special :P
(http://i.imgur.com/fZgau7L.png)
I took needed art from http://www.goods.pl/product/description/2611/Sztylet_Cold_Steel_Hand_And_A_Half_Dagger(88HNHD).html#.U3um-9J_vdM
looks really cool! But it's a bit empty without a background. Dagger does more damage if you have a :death or :darkness mark. Maybe you can use that for your background?
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Hmm, i dont think so. Its still the Other card. ;D
But kindly nice idea. If i got more free time, i would search something nice for that. ;)
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@Jarozaoz: You could also try replacing the white background with transparency (if you use png format) then that will let the card back show through.
So if your image was:
(http://i.imgur.com/Sd5oNi9.png)
which has a (mostly) transparent background
it turns into
(http://i.imgur.com/4B3s1fB.png)
when it gets overlayed onto the card back image in game
GIMP-fu FTW! lol.
This works out better with the elemental card backs, however, since the "other" card back is pretty plain.
Here is an attempt at an image for Short Sword | Long Sword
(http://i.imgur.com/dISNBiy.png) -with card back -> (http://i.imgur.com/N81tu8t.png)
Created by modifying: http://www.freeimages.com/photo/324062 (used the smaller blade)
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Newest card art added. As Odin mentioned, the resolution of the art ingame is 128x128 and the file format is png, so it helps a lot if you upload the images in this format.
Thinking about getting the next OEtG tourney set up. I need some suggestions for a cool ruleset though. Maybe something that limits the amount of uncommons/rares/shards in the deck? And also, should the tourney be in sandbox or logged in?
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Newest card art added. As Odin mentioned, the resolution of the art ingame is 128x128 and the file format is png, so it helps a lot if you upload the images in this format.
Thinking about getting the next OEtG tourney set up. I need some suggestions for a cool ruleset though. Maybe something that limits the amount of uncommons/rares/shards in the deck? And also, should the tourney be in sandbox or logged in?
^ is it possible to make a small tool that can supply "booster" card codes (i.e. just needs to give a list of card codes). A pure booster tournament could be very fun.
I.e. each player is given their own set of boosters and has to build their decks from those.
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is it possible to make a small tool that can supply "booster" card codes (i.e. just needs to give a list of card codes). A pure booster tournament could be very fun.
I.e. each player is given their own set of boosters and has to build their decks from those.
This sounds awesome!
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Got this as an error message in console: Uncaught TypeError: undefined is not a function (ui.main.js:739)
Game crashed.
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Got this as an error message in console: Uncaught TypeError: undefined is not a function (ui.main.js:739)
Game crashed.
What were you doing when you encountered the error? For example, did you target a creature without an ability with Blue Mage or something?
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is it possible to make a small tool that can supply "booster" card codes (i.e. just needs to give a list of card codes). A pure booster tournament could be very fun.
I.e. each player is given their own set of boosters and has to build their decks from those.
This sounds awesome!
What if an amount of 'Tournament Gold' is given to players before the tournament starts so the players can buy packs with that gold, and those 'Tournament Cards' can only be used for decks with themselves (and pillars & pends) and are removed after the tourney? Maybe this tourney cards can only be put in a separated deck slot that can only PvP with another deck in the same one.
Too complicated?
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Eh, I'd prefer just something with normal rules for now, maybe adding stuff like that at a later date...
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Got this as an error message in console: Uncaught TypeError: undefined is not a function (ui.main.js:739)
Game crashed.
What were you doing when you encountered the error? For example, did you target a creature without an ability with Blue Mage or something?
The game crashed at the end of the AI's turn, so I can't remember. I was running a monofire and the last thing I did was targetin a Graviton Salvager with a firebolt.
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Submachine's bug is the result of a card in the AI's hand being some object that wasn't a CardInstance. Probably some typo where a Card is put into hand instead of a CardInstance
EDIT went on a hunch about Submachine mentioning Salvager, this line in salvageScan needs to push new CardInstance(t.card, t.owner) (https://github.com/serprex/openEtG/blob/master/etg.js#L984)
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I'm back in action
Mark of time
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_time_small.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_time.png)
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Absolutely fabulous ♥
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By the way, just created new art for Guradian Angel / Archangel!
I hope you enjoy ;)
(http://i.imgur.com/a4ysUsO.png)
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By the way, just created new art for Guradian Angel / Archangel!
I hope you enjoy ;)
(http://i.imgur.com/a4ysUsO.png)
Ow, this looks nothing like Elements. :-(
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By the way, just created new art for Guradian Angel / Archangel!
I hope you enjoy ;)
(http://i.imgur.com/a4ysUsO.png)
Ow, this looks nothing like Elements. :-(
^
I agree, but I think that can of worms is already open:
(http://etg.dek.im/Cards/5p0.png) and (http://etg.dek.im/Cards/5os.png)
Although humanoid artwork is effectively in the game already. E.g. nymphs:
However, I think that if we want to preserve the overall feel of the original it would be good to use humanoid art images sparingly.
But, I do like the angel image. It is a very pretty piece of card art.
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Y actually don't see an angel in there. I can barely see 1.5 wings
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(https://dl.dropboxusercontent.com/u/7229007/openetg/new_icons/all_13.png)
I fixed some problems that were bugging me in the icons and also used a more subtle bevel than the one BP added. They ended up looking glassy, which was not intentional but not bad.
So here it is the improved icons I promissed long ago.
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Life looks like broccoli and Aether needs more contrast so that the bevel doesn't overpower the bolt. Otherwise, all seems fine.
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Cell nerfed. Now costs 2/3 and mitosis ability costs 2 for both unupped and upped.
Added andretimpa's new element icons. On the card they look fine, but they look too pale in the editor imo. I mean, I really like them, but right now they look a bit off in editor.
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Cell nerfed. Now costs 2/3 and mitosis ability costs 2 for both unupped and upped.
Any reasons for why it is nerfed? It is made completely useless by a lot of shields and is overal easy to deal with because it is a just 1/1. So I don't get why it is getting nerfed?
3 :life for a 1/1 is really really really bad. Increasing the activation costs is a huge deal allready. The cost increase to play it is just overkill.
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Because it was one of the most OP card in the games because of the SoPa+Cell+Bond combo.
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Added andretimpa's new element icons. On the card they look fine, but they look too pale in the editor imo. I mean, I really like them, but right now they look a bit off in editor.
I'll see what I can do to fix it.
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Because it was one of the most OP card in the games because of the SoPa+Cell+Bond combo.
I can agree on SoPa being overpowered, the Cell on the other hand really isn't all that OP.
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Because it was one of the most OP card in the games because of the SoPa+Cell+Bond combo.
I can agree on SoPa being overpowered, the Cell on the other hand really isn't all that OP.
I'm with plini here since when was one combo a sufficient reason to heavily nerf a card and changing mitosis on one card is bad mitosis is the effect of summoning another copy of the cards at its original cost. This nerf hasn't made it weaker it's made the card useless whose going to use a 1/1 creature that costs 3 quanta to play and an additional 2 quanta for it's ability.
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I don't get what you mean with "changing mitosis on one card is bad mitosis is an effect of summoning the same creature from your hand". Mitosis works the same as it always has, I am not sure what your problem is here.
SoPa was already nerfed from Elements, and I am not sure if there are other SoPa combos that are as OP right now. It is true that the card might be overnerfed, but I have also heard that this nerf was not enough, so i don't really know. I think more waiting/testing is required.
And also, when you disagree with a decision, it would help a lot if you gave a concrete answer to what you believe should be done instead.
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Anyway; I have found an interesting tool that could make it easier to make some cool shield art. I don't have the time to look into it myself right now but I will experiment with it a little when I do have the time. Anyway, here is the link.
http://inkwellideas.com/coat_of_arms/ (http://inkwellideas.com/coat_of_arms/)
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I don't get what you mean with "changing mitosis on one card is bad mitosis is an effect of summoning the same creature from your hand". Mitosis works the same as it always has, I am not sure what your problem is here.
SoPa was already nerfed from Elements, and I am not sure if there are other SoPa combos that are as OP right now. It is true that the card might be overnerfed, but I have also heard that this nerf was not enough, so i don't really know. I think more waiting/testing is required.
And also, when you disagree with a decision, it would help a lot if you gave a concrete answer to what you believe should be done instead.
If you want my opinion either sopa should be nerfed as i'm guessing take sopa out of the combo and it is nowhere near as strong or leave it as is. Write it off as another of those strong combos and leave it at that personally cell did not need that heavy a nerf in my opinion cell is no different from playing any other 0 cost creature and adding mitosis on top yes the cells produced also have mitosis but an accurate way to work out how much nerf is needed if any is to compare it to similar combos, instead of saying when combined with these two cards it is very powerful therefore this card needs a heavy nerf.
As for my mitosis statement by that i meant the activation of mitosis should cost the same as summonin the creature from hand therefore a 3 cost card with mitosis should therefore cost 3 to activate the mitosis effect not the 2 it currently costs.
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But it is much faster and stronger than similar combos.
And as for mitosis, before the nerf unupped cell costed 2 and had 1 quanta mitosis, so it has always been this way. You don't really want me to nerf cell even more, now do you?
And how would you nerf SoPa then?
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A more appropriate combo to make this comparison is Malignant Cell + SoPa. While it has the same ramp damage in a cheaper way it does not have the stall part of the combo Fippe is pointing and adding the stall (empathic bonds) would mean a trio. So in my opinion the main problem is that cell is in element with empathic bond. It's the fact that you can pull that off with a duo that makes it so fast. The problem is that I don't see a better element than life to put them (thematically) and changing the element of the ability also sounds weird to me.
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A more appropriate combo to make this comparison is Malignant Cell + SoPa. While it has the same ramp damage in a cheaper way it does not have the stall part of the combo Fippe is pointing and adding the stall (empathic bonds) would mean a trio. So in my opinion the main problem is that cell is in element with empathic bond. It's the fact that you can pull that off with a duo that makes it so fast. The problem is that I don't see a better element than life to put them (thematically) and changing the element of the ability also sounds weird to me.
You are right. Until now, I have grinded Champions (with 2x deck and draw) with 100% unupped cell+SoP+bond combo. I will have to change it now, or see how it is upgraded. If it works fine upgraded then it's good.
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The best way may actually to change element. It would weaken the SoPa Bond combo, but still keep the actual card viable. I'd rather not do this, since it fits so well in Life, but further testing must be done first anyway.
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The best way may actually to change element. It would weaken the SoPa Bond combo, but still keep the actual card viable. I'd rather not do this, since it fits so well in Life, but further testing must be done first anyway.
If we ever decide to move SoPa to another element which doesn't sound to suit the element, but would be balanced, the problem can be solved by changing the shard's name.
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Changing the topic for a second, simply improved a Guardian Angel art, to make it more :light like ;)
(http://i.imgur.com/kxDNa5I.png)
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The best way may actually to change element. It would weaken the SoPa Bond combo, but still keep the actual card viable. I'd rather not do this, since it fits so well in Life, but further testing must be done first anyway.
If we ever decide to move SoPa to another element which doesn't sound to suit the element, but would be balanced, the problem can be solved by changing the shard's name.
No, you misunderstand, I was talking about moving Cell to another element, not SoPa. Moving SoPa to another element wouldn't change the Cell/Mitosis/Bond combo, it would still be a duo. Moving Cell to another element however would weaken it a lot, since it would become a trio, and then similar to the SoPa/Malignant Cell/Bond combo, which is a lot less OP.
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The nerf was well made. I confirm it because the win rate of my deck (unupped) went low enough to change my strategy.
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The nerf was well made. I confirm it because the win rate of my deck (unupped) went low enough to change my strategy.
ofc your deck dropped winrate it was heavily overnerfed because of one combo cell bond is not op yes there is healing but that is the same with any other mitobond combo sopa made it op which iirc you made shards harder to obtain so therefore an op shard combo should not make a nerf as by that ruling every cheapo card should be nerfed because they are op with sopa and bond. ofc thats not going to happen because then all the critters become neverused by nerfing cell i feel you have basically removed the card from the game noone in their right mind is going to play a 3 cost 1/1 card with or without mitosis. As oetg has enough cheaper more efficient life cards.
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Cell is still good, and if I had upped Cells it would make a difference. And please, treebeard xiii WRITE PUNCTUATION IN YOUR TEXT, IT'S DAMN HARD TO READ
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Cell/Bond/Sopa were indeed OP, and were stronger/faster than any other SoPa combo and stronger/faster than any other Bond combo (to my knowlodge).
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@SoPa + Cell + Bond
Was Cell + Bond without SoPa OP?
Were other Sopa combos OP?
If both answers are no, then the correct move is to nerf SoPa AND Cell, not to nerf SoPa XOR Cell.
If one of the answers was yes, then nerf that card.
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Changing the topic for a second, simply improved a Guardian Angel art, to make it more :light like ;)
(http://i.imgur.com/kxDNa5I.png)
I definitely like it better with the semi-modern looking sleeve removed...
I agree that the wings still look a little odd. Like the perspective is just slightly off. There's probably not a lot for that though since tweeking perspective on an image merge is very tricky to pull off. Doable, but quite tricky.
Perhaps someone in the card art section may have some ideas.
@SoPa + Cell + Bond
Was Cell + Bond without SoPa OP?
Were other Sopa combos OP?
If both answers are no, then the correct move is to nerf SoPa AND Cell, not to nerf SoPa XOR Cell.
If one of the answers was yes, then nerf that card.
As near as I can tell it really is the synergy between all 3 spells that makes the difference.
Cells grow so fast that they are very tough to take care of without mass CC. Even pharaoh decks can get out produced occassionally.
Normally that is no big deal because they are so weak that any sort of shield or light CC would take them down... but the SoPa greatly helps overcome that by making them tough enough to be a very serious threat in a handful of turns.
SoPa doesn't really shine like this in other decks because no other strategy outside of maybe bone-cats can fill an entire field as fast as cells and even bone-cats is vulnerable to CC because you can just kill the cat. With cells, if you let even a single cell go they grow back fast. The growth is literally exponential in nature (in the exact mathematic sense of the term) if the owner has enough quanta.
This combos main flaw is that it does take several turns to take down an opponent. Even if the player has a field full of cells already, it usually takes 2 to 3 turns for SoPa to make them large enough to overcome a good shield. So a rush deck would normally be able to take out a SoPa cell deck before it can overcome the diamond shield. Which is where the bond comes in. Every bond will produce 23 HP per turn. The only other healing combo to come close was adrena staves (which is now nerfed in oEtG)
So I think it really is the synergy between all 3 cards thats devestating. Take any one away and it would probably be relatively balanced. But with all 3 you get a stall strategy, an army strategy and a growth OTK all wrapped into one deck (plus an innate resistance to poison thanks to the cell's passive skill)
-Take out SoPa and the cells are useless vs shields and even light mass CC
-Take out bond and you can out rush the deck before the cells can overpower defenses.
-Take out the cells and ... well thats the keystone of the strategy.
Bond is pretty well balanced so it should not be nerfed.
SoPa has been nerfed already and seems relatively balanced. The sparktal and brave cell combos certainly seem much more vulnerable now.
Nerfing cell I think was the right place to start. If this nerf doesn't do the trick, then we can look into possible nerfing SoPa a little more.
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Exactly what Odin said. And as I said (and I am one of those who suggested the Cell nerf) it was good enough to make a difference. Now it is still good, but not OP unupped.
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Changing the topic for a second, simply improved a Guardian Angel art, to make it more :light like ;)
(http://i.imgur.com/kxDNa5I.png)
I definitely like it better with the semi-modern looking sleeve removed...
I agree that the wings still look a little odd. Like the perspective is just slightly off. There's probably not a lot for that though since tweeking perspective on an image merge is very tricky to pull off. Doable, but quite tricky.
Perhaps someone in the card art section may have some ideas.
One wing from back is hidden behind this 2nd wing, closer to eyes. It can make some problems with the prospect , like its in this Guardian Angel. xd
Im not the best image builder, so maybe someone will be able to repair the prospect of these. I will be very happy by that. ;)
By the way, maked another art for Aflatoxin. Maybe it will be kindly more better work than this Guardian Angel... ;D
(http://i.imgur.com/bes96og.png)
Resized version:(http://i.imgur.com/nhSFykb.png)
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Sorry jaro, but I don't think the shiny aspect is for a Death card.
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Sorry jaro, but I don't think the shiny aspect is for a Death card.
Maybe thats this bottle looks kindly like Liquid Shadow bottle? ;D
Anyways, maybe thats because the fluid in it can be seen. Then, anyone will be able to see the poison on that bootle. ;)
Anyways, i can change this hand for something like "skeleton hand". Then, it will be more passes as :death card. ;)
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I'm on conference right now and a particularly passionate discussion about a subject I don't really care about resulted in the following
(https://dl.dropboxusercontent.com/u/7229007/openetg/sketches/IMG_2184.JPG)
A kind of shiny menhir in the middle of a forest with some branches circulating around it and some animals.
(https://dl.dropboxusercontent.com/u/7229007/openetg/sketches/IMG_2185.JPG)
A fault with things on the surface shaking
(https://dl.dropboxusercontent.com/u/7229007/openetg/sketches/IMG_2186.JPG)
The best of the bunch imo
(https://dl.dropboxusercontent.com/u/7229007/openetg/sketches/IMG_2187.JPG)
The idea is that the base of the pillar is just a bunch of stones put together while the top part is metal with eletronic-like stuff, to put past and future in it at the same time. The ground close to it is sand and in the horizon you have a futuristic landscape.
(https://dl.dropboxusercontent.com/u/7229007/openetg/sketches/IMG_2188.JPG)
Pretty basic concept.
These all need tweaks before being digitalized, but comments are welcome. Also if you want to digitalize these be my guest (if I go by my schedule it would be 2 months until I touch these).
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Sorry jaro, but I don't think the shiny aspect is for a Death card.
Maybe thats this bottle looks kindly like Liquid Shadow bottle? ;D
Anyways, maybe thats because the fluid in it can be seen. Then, anyone will be able to see the poison on that bootle. ;)
Anyways, i can change this hand for something like "skeleton hand". Then, it will be more passes as :death card. ;)
^ I actually like it a lot even with the shiny glow... One thing that may be interesting to try if that still seems bad:
Add the nova / shine effect to a seperate layer, then invert the layer before merging.
You will end up with an inverted glow effect, like something is sucking the light in.
It works very nicely for darkness and death cards.
In any event, I like the art concept a lot. Very nice work. You're photoshop / GIMP fu skills are very good!
On a different note, I've been playing with deck ideas and found that titan-tomb-apult is pretty nasty:
6rs 6rs 71l 71l 71l 71l 71l 71l 75m 75m 75m 75m 75m 75m 75m 75m 75m 75m 75m 75m 75m 74h 74h 74h 74c 74c 74c 74c 7n2 7n2 7n2 7n2 8pk
Seems much more effective than even overdrive-PU-titans.
Not as good for EM grinding as cells or mono-earth, but it can easily 1-shot a mage, and likely champions as well if I add more trebuchets.
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In any event, I like the art concept a lot. Very nice work. You're photoshop / GIMP fu skills are very good!
Oh, stop it, you! ♥_♥
You're right thats i was been able to make inverted shining. Honestly, i just forgot about this... xd
Anyways, maybe in next art i will make something darky... ;)
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Hey guys! Sorry I haven't been posting as much art lately. I have resumed work for a while here and don't have as much time for side projects like this.
I do have some art though :D
Throw Rock
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/throw_rock_128x_zps2a174053.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/throw_rock_upped_128x_zpsfd2dc2b0.png)
Hematite Golem | Steel Golem
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/hematite_golem_128x_zps9a959cf0.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/steel_golem_128x_zpsb0a9ebf7.png)
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That gollem looks really badass! :o
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As always Ravizant, the art is totally awesome!
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Ravizant, my master! :o ♥_♥
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I like your art and the slight changes made for the upped versions, like in the Charger
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Will the card arts include the permanent/spell icons? I'm still having a hard time to decide sometimes if a new card is a spell or a permanent.
On another note, Rage Elixir only says that it gives 6|-6 instead of +6|-6. This way it's confusing and looks like 61-6.
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On another note, Rage Elixir only says that it gives 6|-6 instead of +6|-6. This way it's confusing and looks like 61-6.
Would +61-6 be less confusing?
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Made a pull request on the topic of watermarking card type: https://github.com/Fippe94/openEtG/pull/7
Alternatively, spells could have a prefix like "Spell: " in their info. Either way, this pull request lacks icons which would be useful both because having a little asterisk in the corner for spells is a bit random & icons could have a bit of grayscale so to stick out on the white backgrounds of artless :light cards
If someone posts watermark icons, I can update the pull request accordingly
PS amusing Throw Rock art
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Glad you guys like!
@Chapuz, vrt did the charger actually :)
I can give perm/spell/creature icons a go if you like-- are there any other 'types' of cards that need icons?
I suppose I should really do the rarity icons while I am at it lol :)
Also I gave the element icons a try since those still seem to be up in the air?
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/icons_32x_zps13cf0c64.png)
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Better marks are just better. I love them.
Yeah I know vrt did the charger,I was just saying an exmple in game
Thanks Serpex for the card thing, it was something needed missing
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On another note, Rage Elixir only says that it gives 6|-6 instead of +6|-6. This way it's confusing and looks like 61-6.
Would +61-6 be less confusing?
Yes, a bit.
Glad you guys like!
@Chapuz, vrt did the charger actually :)
I can give perm/spell/creature icons a go if you like-- are there any other 'types' of cards that need icons?
I suppose I should really do the rarity icons while I am at it lol :)
Also I gave the element icons a try since those still seem to be up in the air?
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/icons_32x_zps13cf0c64.png)
:o I like these the most so far! :) Howevs, air can be confused with water.
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@Rav only need icons for Spells & Perms. Shields/Weapons are prefixed in their info, & creatures have x|x
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Well, there is need and there is want.. we might only need those, but do we want others too? :)
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Well, there is need and there is want.. we might only need those, but do we want others too? :)
Yeah
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New images added, as well as serprex's text icons for perms/spells. Sorry andre, but I think I like Ravizant's elemental icons more currently. I do think the water icon looks a bit air-y though.
Added a + in Rage Potion/Elixir's description too.
Edit: For those who have this installed on their own computer, you need to run "npm install" from the console if you update with the latest openEtG code.
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Sorry andre, but I think I like Ravizant's elemental icons more currently. I do think the water icon looks a bit air-y though.
They still reflect the marks which is the most important (he kept the 3 best ones and the ideas of the others too), so I'm mostly okay with the icons. I just have some suggestions
@Ravi
Could you change the entropy icon to something looking like shattered glass (the best visualization of entropy I can think of), that is what I was trying (and failing) to do.
For the water icon you could go with a single drop or a snowflake (I'm thinking of remaking the water mark with ice as a main theme once the set is finished, since I'm not satisfied with it).
The rest is excellent ;)
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So what do people think about marks doing something more than pillars? Personally I'm in favor of it, nothing OP of course, just something more interesting than a pillar, but I know several people who are against it. So I decided to make a post here and see what the rest thinks.
My suggestion: Stacks with your mark if it has the same element, otherwise it acts like a pillar that last for 3 turns but produces double quanta.
This is only a suggestion, what I really want to know is what you people think about marks having different effects than pillars.
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A double pillar would be cool without the expire effect. With the expiring, it feels underpowered to me.
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I wouldn't like at all a mark buff. That would make veterans more OP while marks are for being collected, not powerful. That's Nymph's job
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@andretimpa I didn't mean to step on your toes btw lol :)
I can certainly do that! I think the change to the water to more ice-like would be good too! I will give that a go!
EDIT:
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_00_zps820c203a.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_01_zps06fd1f03.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_00_zps47805463.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_01_zpsa6729c1e.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_02_zps36b0f659.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_03_zpsd2edb9d4.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_00_zps8f117549.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_01_zps0c961ad4.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_02_zpsb39ecd4c.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_03_zps6fbaaeda.png)
EDIT 2:
Here is a blank .PSD file for these if someone would like to try their hand at it.
https://www.dropbox.com/s/g79sp1yd4f5fcht/element_icon_blank.psd (https://www.dropbox.com/s/g79sp1yd4f5fcht/element_icon_blank.psd)
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@andretimpa I didn't mean to step on your toes btw lol :)
I can certainly do that! I think the change to the water to more ice-like would be good too! I will give that a go!
EDIT:
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_00_zps820c203a.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_01_zps06fd1f03.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_00_zps47805463.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_01_zpsa6729c1e.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_02_zps36b0f659.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_03_zpsd2edb9d4.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_00_zps8f117549.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_01_zps0c961ad4.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_02_zpsb39ecd4c.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_03_zps6fbaaeda.png)
EDIT 2:
Here is a blank .PSD file for these if someone would like to try their hand at it.
https://www.dropbox.com/s/g79sp1yd4f5fcht/element_icon_blank.psd (https://www.dropbox.com/s/g79sp1yd4f5fcht/element_icon_blank.psd)
My votes:
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_01_zps06fd1f03.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_01_zps0c961ad4.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_00_zps47805463.png)
For :entropy, it doesn't really matter as long as it's pink/purple/magenta.
For :air I wonder if the lighter version interferes with :light or not. If yes, maybe a white cloud symbol with a blue background?
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I think that even the bluer :air mark is too lighty. Is ir possible to turn the white wave to a light bluey?
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In its blue form, it also interferes with :water, that's why i suggested changing the waves to something else.
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I wonder if switching the color scheme with (http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_00_zps820c203a.png) and (http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_00_zps8f117549.png) would work. The first reminds me of a wave just breaking, while the second has a jagged part reminding me of Thunderstorm.
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Voting (http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_01_zpsa6729c1e.png)
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So what do people think about marks doing something more than pillars? Personally I'm in favor of it, nothing OP of course, just something more interesting than a pillar, but I know several people who are against it. So I decided to make a post here and see what the rest thinks.
My suggestion: Stacks with your mark if it has the same element, otherwise it acts like a pillar that last for 3 turns but produces double quanta.
This is only a suggestion, what I really want to know is what you people think about marks having different effects than pillars.
On the topic of marks I have always seen them as more collectible pillars. So changing the mechanic too much defeats the object of marks, stacking with same element deck mark I have always felt as fine as it makes marks cards fractionally better than pillars however if we feel that is too strong maybe make additional stacked marks destroyable but again i personally feel that defeats the object of ever using said marks as you deck mark. Also if you've removed off-element mark cards stacking like pillars i feel that is a bit too much of a buff. this is my feelings on mark cards
A. Mark cards the same as your deck mark stack on top of your deck mark
B. Off-element marks stack the same as pillars and towers
C. if stack-able deck mark is to op make additional stacked marks destroyable
Ok mark mechanics over as for mark images I agree with serps vote on pony mark. Concerning the marks terran posted the water mark is fine but i feel the air mark needs remaking If i could do it myself I would but my gimp-fu totally sucks. Is it possible for any gimp masters to make a tornadoey effect for air or something similar that would represent it better then most air representations but air is always hard to represent. Maybe similar to the first mark terran posted but instead of looking down into the tornado maybe looking at the side of the tornado.
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Fippe knows my opinions, but I'll say on marks: they're bling. One should be able to put them into as many decks as they'd like. Pillars are the most used cards, so it's natural to let them replace pillars. If foil cards are ever made, marks should pass off for foil pillars
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More alternatives
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_cloud_zps7c9ceb42.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_swirl_zpsd92812ce.png)
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Really love the bottom one, it's Water, right?
Also, for the mark debate, how about just making them naturally invulnerable pillars, like if they're of the same as the mark of your deck? Then they'll be slightly better than pillars, but not that much.
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Hopefully I'll have some more art comming soon. I lost my bryce7 a while back, but I think I may be able to get some good use out of blender. Gonna have to start building up my texture / shader library though. Anyone know of a good free resource for that?
What do you think of this for mind-gate art:
(http://i.imgur.com/T7K58k3.png)
And this for gravity pull:
(http://i.imgur.com/edFPy9N.png)
And this for Graviton Defender:
(http://i.imgur.com/hwVKL1O.png)
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Hopefully I'll have some more art comming soon. I lost my bryce7 a while back, but I think I may be able to get some good use out of blender. Gonna have to start building up my texture / shader library though. Anyone know of a good free resource for that?
Unfortunately, i dont know :/
What do you think of this for mind-gate art:
(http://i.imgur.com/T7K58k3.png)
Kindly nice, but i dont see any "gate" thing... :/
In the point of arts, just maked something for Blessing. I hope you'll enjoy ;)
(http://i.imgur.com/aiz2ELF.png)
Resized to good size for card arts:
(http://i.imgur.com/321Vto5.png)
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I like that art for blessing!
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I also think this art is awesome :) Good job!
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Just getting this out here: If anyone wants to host an OpenEtG tourney/event, just contact me.
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That blessing looks like a lotus.
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@Terran Yup bottom is water
@OdinVanguard I like the gravity pull and graviton defender, not sold on the mindgate though.
@jarozaoz Love the blessing art!
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I also think this art is awesome :) Good job!
I like that art for blessing!
@jarozaoz Love the blessing art!
Oh, stop it, you feeding my selfishness :P
And this for gravity pull:
(http://i.imgur.com/edFPy9N.png)
And this for Graviton Defender:
(http://i.imgur.com/hwVKL1O.png)
I really enjoy them! Good job! ;)
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My opinion on the icons
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/entropy_03_zpsd2edb9d4.png)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_01_zps0c961ad4.png) or (http://i381.photobucket.com/albums/oo252/quadricatsubeta/water_02_zpsb39ecd4c.png) look good to me (I'm still partial to the snowflake, because of the rework plan I talked about for mark of water)
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_00_zps820c203a.png) is good, but I think (http://i381.photobucket.com/albums/oo252/quadricatsubeta/air_cloud_zps7c9ceb42.png) gets the message across better.
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And this for Graviton Defender:
(http://i.imgur.com/hwVKL1O.png)
looks really nice! For me it looks more like a Graviton Fire eater though :p.
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And this for Graviton Defender:
(http://i.imgur.com/hwVKL1O.png)
looks really nice! For me it looks more like a Graviton Fire eater though :p.
Can you really see the girl there? ^^ I had problems first, but eventually I started seeing boobs...
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Changing the topic, just maked arts for Antimatter and Sky Blitz. Nothing special... xd
Its so Sky. That much Sky, so that until Cosmic! ;D
Sky Blitz:
(http://i.imgur.com/KVDWBKe.png)
Antimatter:
(http://i.imgur.com/JmH6OWG.png)
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Changing the topic, just maked arts for Antimatter and Sky Blitz. Nothing special... xd
Its so Sky. That much Sky, so that until Cosmic! ;D
Sky Blitz:
(http://i.imgur.com/KVDWBKe.png)
Antimatter:
(http://i.imgur.com/JmH6OWG.png)
I actually see a perfect Guardian Angel and something that can be easily seen in porn sites
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I actually see a perfect Guardian Angel and something that can be easily seen in porn sites
(http://img3.wikia.nocookie.net/__cb20120405092929/olympians/images/thumb/1/14/Happy-oh-stop-it-you-l.png/575px-Happy-oh-stop-it-you-l.png)
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Additionaly, just made art for Gravity Pillar. ;)
Fippe will have much work with adding these arts to game... xD
(http://i.imgur.com/4Dvmz2W.png)
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And this for Graviton Defender:
(http://i.imgur.com/hwVKL1O.png)
looks really nice! For me it looks more like a Graviton Fire eater though :p.
Can you really see the girl there? ^^ I had problems first, but eventually I started seeing boobs...
You know, I didn't even really notice while I was making it but now I see it too... Kinda looks like a female version of the "Tin Man" from wizard of Oz... Darn you! ... Now I need some mental floss.
...
Okay, so the Graviton Defender would be female.
Nothing wrong with that. Then you could yell "You just got PWNED by a girl!" when she beats down your opponent's creatures :D
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I agree with Chapuz on that this Sky Blitz image would fit Guardian Angel perfectly while looking more like a card from Elements.
Changing the topic, just maked arts for Antimatter and Sky Blitz. Nothing special... xd
Its so Sky. That much Sky, so that until Cosmic! ;D
Sky Blitz:
(http://i.imgur.com/KVDWBKe.png)
Antimatter:
(http://i.imgur.com/JmH6OWG.png)
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If you change the hue it could fit Seraph too.
(https://dl.dropboxusercontent.com/u/7229007/openetg/seraph.png)
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Also, latest art added, every art was added as the card the creator specified, but if most people want the Sky Blitz art to replace the Guardian Angel art, I can easily change it of course.
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I agree with Chapuz on that this Sky Blitz image would fit Guardian Angel perfectly while looking more like a card from Elements.
Not that bad idea, but im thinking thats black "creature" with these wings must have changed color to white, before adding. Thats not bad idea at all, but using this same graphic with little changes in 2 cards is kindly unoriginal. :-\
If you want, i can change this graphic to make it for Angel, but only, if you want. ;)
If you change the hue it could fit Seraph too.
(https://dl.dropboxusercontent.com/u/7229007/openetg/seraph.png)
Kindly nice idea too, but in my opinion small fire on these wings will fit Seraph even more. ;D
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If you want, i can change this graphic to make it for Angel, but only, if you want. ;)
If my word really counts, I do. :D
Also, I like the Seraph idea too. As I think, using one image for multiple cards is not a problem. Even Zanz did it in EtG an noone complained.
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Apparently we can't upgrade the cards that came from our starter deck. Is this intentional or an unintended side effect of blocking trade?
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If you want, i can change this graphic to make it for Angel, but only, if you want. ;)
If my word really counts, I do. :D
Also, I like the Seraph idea too. As I think, using one image for multiple cards is not a problem. Even Zanz did it in EtG an noone complained.
If you think thats not a bad idea, then, NO PROBLEM! ;D
Seraph:
(http://i.imgur.com/HDkv4zv.png)
Angel: (I think thats not good. :()
(http://i.imgur.com/aMJomIG.png)
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The angel looks good imo. The seraph's wings look like they are on fire, I'd have added some flames in the background, not on him.
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The angel looks good imo. The seraph's wings look like they are on fire, I'd have added some flames in the background, not on him.
Flames on background was been good idea, and i was thinking about it. But i decided to make fire on wings, because flames on background was been able to outshine the wings. By this, wings could be invisible. :/
Anyways, thanks for beliving thats arts can look kindly nice ;D
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And this for Graviton Defender:
(http://i.imgur.com/hwVKL1O.png)
looks really nice! For me it looks more like a Graviton Fire eater though :p.
Can you really see the girl there? ^^ I had problems first, but eventually I started seeing boobs...
You know, I didn't even really notice while I was making it but now I see it too... Kinda looks like a female version of the "Tin Man" from wizard of Oz... Darn you! ... Now I need some mental floss.
...
Okay, so the Graviton Defender would be female.
Nothing wrong with that. Then you could yell "You just got PWNED by a girl!" when she beats down your opponent's creatures :D
How you couldn't see BOOBS? XD Be a man :P
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Quantum Pillar
(https://dl.dropboxusercontent.com/u/7229007/openetg/quantum_pillar.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/quantum_pillar_big.png)
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Quantum Pillar
(https://dl.dropboxusercontent.com/u/7229007/openetg/quantum_pillar.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/quantum_pillar_big.png)
Aww, this looks cute. ^^ Like a huge quantum sanctuary with gates. ^^
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How you couldn't see BOOBS? XD Be a man :P
Lol... ya, I'm kinda in the zone when making artwork... I tend to get a little Sheldon like at that point. :P
Art idea for Fate Egg:
(http://i.imgur.com/2Xi83q2.png)
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Art idea for Fate Egg:
(http://i.imgur.com/2Xi83q2.png)
This is pretty much This card art (http://imgur.com/mF2To.png) made for Brawl #1 Round 4 (Submission 1 Artist) (http://elementscommunity.org/forum/brawl-archive/brawl-1-round-4-(voting-phase)/) :P
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Art idea for Fate Egg:
(http://i.imgur.com/2Xi83q2.png)
This is pretty much This card art (http://imgur.com/mF2To.png) made for Brawl #1 Round 4 (Submission 1 Artist) (http://elementscommunity.org/forum/brawl-archive/brawl-1-round-4-(voting-phase)/) :P
Yep, I did the background for it, Agent-Flare did the egg lighting (although it was for a chaos variant).
I figured a recolorization would be good.
P.S. If you check the imgur link of the art image itself it has all that in the credits :) .
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I just made new graphic for Miracle. ;)
I was going to make it look like these rays heals this guy. Anyways, i hope you'll like it. ;)
(http://i.imgur.com/tGl1f6S.png)
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I just made new graphic for Miracle. ;)
I was going to make it look like these rays heals this guy. Anyways, i HOPE you'll like it. ;)
(http://i.imgur.com/tGl1f6S.png)
I highlighted the card's name in your text which would also fit this image. ;)
Hint:
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I just made new graphic for Miracle. ;)
I was going to make it look like these rays heals this guy. Anyways, i HOPE you'll like it. ;)
(http://i.imgur.com/tGl1f6S.png)
I highlighted the card's name in your text which would also fit this image. ;)
Hint:
Hmm, let me quess...
Is it a Basilisk Blood? .-.
Anyways, thats good thats my arts can fit anywhere you want. ;)
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Can we get oETG to look closer to real elements?
Much of the time I find myself confused about what to do.
Please consider my request and thanks for reading IG.
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Can we get oETG to look closer to real elements?
Much of the time I find myself confused about what to do.
Please consider my request and thanks for reading IG.
Apart from the HP bar and status effects on creatures, it looks pretty close. What confuses you?
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Can we get oETG to look closer to real elements?
Much of the time I find myself confused about what to do.
Please consider my request and thanks for reading IG.
Apart from the HP bar and status effects on creatures, it looks pretty close. What confuses you?
Maybe the way the abilities need to be activated, and yes, the status stacking: it neither uses icons nor they are separated from each other by rows, so it was confusing for me too when i started playing. (However, I got used to it.)
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Can we get oETG to look closer to real elements?
Much of the time I find myself confused about what to do.
Please consider my request and thanks for reading IG.
The main issue really is as it is meant to be a separate game to elements it can't have too many similarities otherwise it would be up for copyright infringement there re already enough debates whether it already is.
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Fippe, I don't know what you did to oEtG, but it seems to work for me now. Hmm...
I'll do a bit of testing just for fun.
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@ian is this your local server? Be sure to run "npm update" (or, as Fippe suggests, "npm install") in that case since the server was updated to match new versions of dependencies
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@ian is this your local server? Be sure to run "npm update" (or, as Fippe suggests, "npm install") in that case since the server was updated to match new versions of dependencies
nope, it's the one available to everyone. I even saw some guys chatting.
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So I have been playing around with a neurotoxin deck.
Right now it basically has to be a duo to function.
The neurotoxin card is fun but is a little weak to stand on its own and I think it could use a slight buff. I posted my idea to the appropriate CI&A thread (necro atm but may warrant new life now that it is being tested out actively)
http://elementscommunity.org/forum/card-ideas-and-art/neurotoxin-neurotoxin/
Basically, I think it would be good to have it as:
-If victim is unpoisoned, add 1 poison
-If victim is poisoned but lacks neurotoxin status, upgrade them to neurotoxin status
-If victim already has neurotoxin status, add +1 to their poison level
You could word it as:
"Add neurotoxin status to a poisoned opponent. Or inflict 1 poison if they already have neruotoxin or are unpoisoned."
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As I posted earlier in that thread (http://elementscommunity.org/forum/card-ideas-and-art/neurotoxin-neurotoxin/msg1087522/#msg1087522), Dune Scorpion forces a duo, thus Neurotoxin does too (though it can work with different duos than Dune Scorpion, so it isn't so redundant)
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I'm all with your buff, Odin. It might require a dup now, but needing 2 of them to start working is good too
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I agree that Neurotoxin could inflict poison on it's own to kick-start the effects when you play a second card. There's no reason it has to be a duo.
Regarding the Dune Scorpion, keep in mind that after buffing it, it'll keep on raising the poison counter on your opponent each turn, unlike Neurotoxin cast as a spell.
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Changing the topic from Neurotoxin to arts, just maked art for Light Dragon. ;)
(http://i.imgur.com/ouoECwl.png)
Resized:
(http://i.imgur.com/PyOiERm.png)
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Changing the topic from Neurotoxin to arts, just maked art for Light Dragon. ;)
(http://i.imgur.com/ouoECwl.png)
Resized:
(http://i.imgur.com/PyOiERm.png)
Whoa, that's really awesome. Especially the lighting's just wow :D
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Changing the topic from Neurotoxin to arts, just maked art for Light Dragon. ;)
(http://i.imgur.com/ouoECwl.png)
Resized:
(http://i.imgur.com/PyOiERm.png)
Awesome work, I like it. Now I'm waiting for more light cards :) Of course + Rep for fulfilling my request :)
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Fippe, I don't know what you did to oEtG, but it seems to work for me now. Hmm...
I'll do a bit of testing just for fun.
It seems it doesn't work anymore and I have no idea why. I keep getting the "Cannot read property 'appendChild' of null " and when I try to log in it say "Cannot read property 'value' of null ". It seems that's it then...
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https://github.com/Fippe94/openEtG/blob/master/ui.main.js#L136
Only place that calls appendChild on something. value is the property for form fields. My htmlElements hack seems to be failing
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It works perfectly for me, and the new marks look really good!
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Temporary perm/spell etc icons. Intended to be replaced art eventually, just there to try them out atm :) Placement and style and whatever else-- shiny awesome art can come later.
I also do plan to make the rarity thingies just haven't had a lot of time to devote to side projects, sorry for the delays! :(
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/creature_25x25_zps74e9f326.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/perm_25x25_zps0773ecff.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/weapon_25x25_zpsb4ea7415.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shield_25x25_zpsaba18d5e.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/spell_25x25_zpse3a02173.png)
Examples on cards and suggested placement of 25x25 image.
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/example_01_zpsaaf2caf2.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/example_02_zps994ceb0b.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/example_03_zps9d2adc12.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/suggested_placement_zpsc5eae723.png)
Clearly any art would be better than these flat black and white icons lol :D Just placeholder images~
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Looks nice. For ease of adding, could you put them in a sheet in this order: Weapon,Shield,Permanent,Spell,Creature.
If you decide to add a specific one for pillars, that one should be first.
Anddo you guys want the icons where Ravizant suggested (lower-right corner of the card) or the place where the serprex's text icons are now (lower-right corner of the card art)?
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do you guys want the icons where Ravizant suggested (lower-right corner of the card) or the place where the serprex's text icons are now (lower-right corner of the card art)?
1 vote here for placing icons on art. If it would be on the card's lower-right, the card's lower-left would feel very empty.
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- What about having the rarities on the bottom left and the type (spell, creature, etc) on the bottom right?
- What's this red icon?
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/suggested_placement_zpsc5eae723.png)
- I like the symbols, they DON'T have to be shiny so the beauty can be focused on the card art. I don't like a lot the Spells one, but maybe it's just me.
- Thanks Rav! As always ^^
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Temporary perm/spell etc icons. Intended to be replaced art eventually, just there to try them out atm :) Placement and style and whatever else-- shiny awesome art can come later.
I also do plan to make the rarity thingies just haven't had a lot of time to devote to side projects, sorry for the delays! :(
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/creature_25x25_zps74e9f326.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/perm_25x25_zps0773ecff.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/weapon_25x25_zpsb4ea7415.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/shield_25x25_zpsaba18d5e.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/spell_25x25_zpse3a02173.png)
Examples on cards and suggested placement of 25x25 image.
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/example_01_zpsaaf2caf2.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/example_02_zps994ceb0b.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/example_03_zps9d2adc12.png)(http://i381.photobucket.com/albums/oo252/quadricatsubeta/suggested_placement_zpsc5eae723.png)
Clearly any art would be better than these flat black and white icons lol :D Just placeholder images~
Awesome work Ravi! ^^
But, imo spell icon will be kindly better without that circle. (maybe just leave it as a star? Or make something like Starmie from Pokemon's? Idk, honestly xd) Its just my opinion. Remember that ;)
In the point of arts, maked something for Deja Vu. xd
Watafuk i just made... xD
(http://i.imgur.com/R4CS8To.png)
Resized:
(http://i.imgur.com/Kn1QWbR.png)
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@Submachine I would suggest the rarity be on the lower left, icons for which I still haven't made lol.
@Chapuz Red was just to show the boundries of the icon and placement (for easier measuring)
@jarozaoz Went for starmie-ish, not sure I like it any better but again I still think of these as temporary so whatever works lol :) Love the Deja Vu!
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/card_type_sheet_zps09e5f824.png)
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Mark of Light
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_light.png)
4 to go
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@jarozaoz Went for starmie-ish, not sure I like it any better but again I still think of these as temporary so whatever works lol :) Love the Deja Vu!
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/card_type_sheet_zps09e5f824.png)
Now, this starmie'ish spell icon is a lot better imo. I like that ^^
All other icons are great too! ;D
Mark of Light
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_light.png)
4 to go
Just WOW. Krzysiekxd will be deLIGHTed by that ;)
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err I thought the marks should have no black (or any) background. I like it a lot though, same as that Deja Vu of madness!
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err I thought the marks should have no black (or any) background. I like it a lot though, same as that Deja Vu of madness!
Those are the arts for the Mark cards, not the icons. Using a transparent background looks much worse in this case (since they are not just baubles).
The pitch black background is an exception I had planned for light, all the others have some sort of thing happening.
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Added latest art, added Ravizant's icons as well. They are at the lower right card corner for now, but can easily be changed.
Also, be sure to check out: http://elementscommunity.org/forum/general-discussion/openetg-weekly-tournament-commoner's-duel/
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So, considering the possibility of 'shiny' cards. Unupped shinies would be gotten the same way as upped normal cards, and upped shiny would be gotten from 6 unupped shiny or 6 upped normals. They would be purely cosmetic, and provide no ingame advantage whatsoever.
Now, of course, the main problem is actually having shiny art :P
Thought would be a different card background for shiny cards, as well as maybe a gold border around the field version, but completely open to suggestions, especially from artists that could actually make them :P
Also considering making a simple shop were you can sell excess cards. You won't ever profit from it, but good for getting rid of cards you are not using/that you have too many of.
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I like the shiny idea :D
Would this mean shiny cards have different card backs AND card art?
Does the art change entirely, subtly, or not at all between unupped shiny and upped?
Would it be possible to have several different shiny card arts for the same card? (for example 5 different Photon arts?)
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Since we aren't even close to getting art for all the cards, different shiny card art is not really an option right now. That's why I suggested different card backs instead.
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Since we aren't even close to getting art for all the cards, different shiny card art is not really an option right now. That's why I suggested different card backs instead.
Shiny art can be added simply with a .gif of a little white shine to be shown over the card arts every X random seconds. We just need that little white shiny intermittent gif
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Sell feature added! Upgrade button renamed to Sell/Upgrade, and here you can now sell unwanted cards. Common, Uncommon, Rare, Very Rare, sell for 1,3,15,20 gold. Upgraded cards sell for 5 times that value. Upgraded Pillars and Pends sell for 25 and Marks and Nymphs are unsellable.
Also, I changed the button mouseover/clicked graphics, because it is horrible to work with 3 seperate sprite sheets. Now it's just one sheet, and the effects are done in code. Not as good-looking maybe, but that can be changed later on.
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I meant to ask this earlier but is the ai bbing it's own creature with auburn intentional or not
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The selling prices are perfectly made, near 50% of the gold spent on the packs is recovered. Well done with that feature!!
The buttons look pretty good now too, they are not a problem.
The new art looks wonderful.
AI stacks Cloak. Can there be made a condition to keep them in hand if the player already has a Cloak with 2 or more turns in play? (Because after turn 1 it vanishes)
Also, please make Guardian Angel able to target the players!
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Is that intentional that the AI never plays more than 1 repulsor even if it has more on hand?
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Singularity
(https://dl.dropboxusercontent.com/u/7229007/openetg/sing.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/sing_big.png)
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Added win/loss-stats, one for pvp and one for ai. Unlike Elements, it is impossible to abuse the system and stay at 0 losses. The only way to do that is to win every single game, no way to cheat it. :D
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The only way to do that is to win every single game, no way to cheat it. :D
I logged out and in and got my losses erased. This was some games after the losses. The sandbox also seems to be broken.
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Singularity
(https://dl.dropboxusercontent.com/u/7229007/openetg/sing.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/sing_big.png)
This looks a bit broken. :/ Why does it have a romboid shape? I thought singularity is all random, unshaped, entropic.
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Shouldn't upgraded cards sell for more than basic cards? After all, they consume 6 of the basic ones to create.
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Singularity
(https://dl.dropboxusercontent.com/u/7229007/openetg/sing.png)
(https://dl.dropboxusercontent.com/u/7229007/openetg/sing_big.png)
This looks a bit broken. :/ Why does it have a romboid shape? I thought singularity is all random, unshaped, entropic.
I thought of order (the center) turning into chaos (the borders). Think of a nova going wrong.
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I meant to ask this earlier but is the ai bbing it's own creature with auburn intentional or not
It should not. Were you playing with experimetal AI?The only way to do that is to win every single game, no way to cheat it. :D
I logged out and in and got my losses erased. This was some games after the losses. The sandbox also seems to be broken.
Sandbox fixed. I do not know what got your losses erased though. Check the console next time please, and has this happened to anyone else?Shouldn't upgraded cards sell for more than basic cards? After all, they consume 6 of the basic ones to create.
They do. Upgraded cards sell for 5 times more than unupped.
Also, AI now knows how to correctly play/stack cloak and repulsor.
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Two new cards added: http://elementscommunity.org/forum/level-3-armory/oceanus-oceanus/ and http://elementscommunity.org/forum/level-3-armory/spite-spite/. Note that Tomb triggers with Spite, and turns Tomb into a flying Spite. Is this good or should I change?
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Since a flying Spite has 0 HP it should be okay (death has no in element HP buff).
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New quest added: The Bomb Maker! Beat 3 decks in a row, and get some cards! Quest designed by Chapuz.
Also fixed that bug with losses not recording correctly.
Another quest added: The Black Summoner. It's just a one-stage quest, but it shows that the quests can contain "impossible" decks. Also designed by Chapuz.
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Slight modification for Singularity
(https://dl.dropboxusercontent.com/u/7229007/openetg/sing.png) -> (https://dl.dropboxusercontent.com/u/7229007/openetg/sing2.png)
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Honestly, I think I prefer the first one actually. I see it as chaos gathered in one point.
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I meant to ask this earlier but is the ai bbing it's own creature with auburn intentional or not
It should not. Were you playing with experimetal AI?
yes i was using experimental ai I always do. I was under the impression it was smarter. I prefer singu mk 1 also seems more suitable.
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There's always the option of using one art for the unnuped and another for the upped. I prefer the first one, but the completely unordered look may suit the upped better.
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I meant to ask this earlier but is the ai bbing it's own creature with auburn intentional or not
It should not. Were you playing with experimetal AI?
yes i was using experimental ai I always do. I was under the impression it was smarter. I prefer singu mk 1 also seems more suitable.
Generally smarter, but it works completely different than the other ai. It works using a direct evaluation of the battle field for each move, and it seems like it thinks 20 hp is worth more than the delay, which isn't really right. I'll tae a look into that. And please specify which AI you use next time, since it's completely different stuff to fix depending on which one.
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First one for unupped, 2nd one for upped? I quite like the desorder of the 2nd one
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Singularities are spawning a dagger in the weapon slot, even if the slot is empty (not a huge advantage, since the singularities are likely to kill you anyway)
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Also with Singularity you can apparently just "give" it to your opponent and be done with it?
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Singularities are spawning a dagger in the weapon slot, even if the slot is empty (not a huge advantage, since the singularities are likely to kill you anyway)
Changed it so it no longer gives you a dagger if you are weapon-less.
Also with Singularity you can apparently just "give" it to your opponent and be done with it?
Did you experience this or is it a question? Because you cannot do that, playing Give on a Singu will just kill the singu.
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The code, maybe? :P
It's an extra 'thing' the singus can do in OEtG.
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@Fippe94 No thats exactly what I mean-- it just kills it. Is that intentional? I thought singularity was supposed to be a disaster lol.
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There are several cards that can deal with a singu, like lightning, immo and rage pot. I don't see why Give couldn't do the same. Also, Give is already very UP, so at least let it do this :P
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In that case make give actually work and give the singularity to the enemy :P I kid, I kid..
Also artz.
Schrödinger's cat
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/schrodingerscat_128x128_zps55e0d149.png)
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In that case make give actually work and give the singularity to the enemy :P I kid, I kid..
Also artz.
Schrödinger's cat
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/schrodingerscat_128x128_zps55e0d149.png)
I like it.
(http://fc04.deviantart.net/fs70/f/2010/281/2/a/me_gusta_by_megustaplz-d30cns2.jpg)
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Schrödinger's cat
(http://i381.photobucket.com/albums/oo252/quadricatsubeta/schrodingerscat_128x128_zps55e0d149.png)
KAWAII NEEEEEE! ♥
In the point fo arts, i decied that i will make all missing Nymph arts!
There are some of them for now. After some time, i will send another ones. ;)
(Sorry Fippy for not changing its size. Kill meh ;_; )
Time Nymph:
(http://i.imgur.com/gJNrnqY.png)
Light Nymph:
(http://i.imgur.com/icogIOs.png)
Darkness Nymph:
(http://i.imgur.com/QgWjscN.png)
Aether Nymph:
(http://i.imgur.com/jVJJIQK.png)
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I am amazed at this. The new cards implemented from CIA? How do you choose which cards to pick?
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Honestly, im creates lately only for oEtG. And im kindly happy with it. ;D
Im using free images, which at least halfly covers my imaginations about each art, we can say. xd
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(Finally xd) created other, missing nymph arts!
Thanks for draco for showing me, how nymphs should look. ^^
Entropy Nymph:
(http://i.imgur.com/8DN8EtV.png)
Life Nymph:
(http://i.imgur.com/a5xix8r.png)
Fire Nymph:
(http://i.imgur.com/DueF2VK.png)
Earth Nymph:
(http://i.imgur.com/bcl0NGe.png)
Death Nymph:
(http://i.imgur.com/1ONO5Df.png)
Gravity Nymph:
(http://i.imgur.com/xzbMca9.png)
Water Nymph:
(http://i.imgur.com/r9IvcYG.png)
Cropped, earlier showed nymphs are here
Aether Nymph:
(http://i.imgur.com/gvxDEn3.png)
Darkness Nymph:
(http://i.imgur.com/05ls78q.png)
Light Nymph:
(http://i.imgur.com/KDQdRYK.png)
Time Nymph:
(http://i.imgur.com/iHCoztl.png)
Fippy should kiss me for that work ^^
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I just noticed this project, and i think it's quite interesting (i don't visit the forum very ofter anymore, since Zanz has disappeared).
I also noticed that there is my card "Unstable shapeshifter" among entropy cards.
I'm honored, i would also like to contribute with its artwork (if it's fitting).
(https://dl.dropboxusercontent.com/u/33829445/ElementsCards/Unstable_shapeshifter_art.png)
I also noticed that there is the Fenghuang among wind cards. Since that card was made by community and i partecipated both with design and art, i'd also like to see its artwork used:
(https://dl.dropboxusercontent.com/u/33829445/ElementsCards/FengHuang_art.jpg)
Images are 512x512 pixels, right click to save the full version.
I could also contribute with other card artworks i made in the past, since they're unused.
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I like these arts. *.*
Earlier, i was thinking about making Shapeshifter art, but i decided thats it will be hard to make. xD
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I like these arts. *.*
Earlier, i was thinking about making Shapeshifter art, but i decided thats it will be hard to make. xD
Thanks! It was the original art i made for the card submission:
http://elementscommunity.org/forum/level-3-armory/unstable-shapeshifter-deranged-shapeshifter/ (http://elementscommunity.org/forum/level-3-armory/unstable-shapeshifter-deranged-shapeshifter/)
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THEMANUZ!
Long time no see you buddy!
It would be sooo good to have you as an artist of oetg. Have you seen the whole game and art credits?
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THEMANUZ!
Long time no see you buddy!
It would be sooo good to have you as an artist of oetg. Have you seen the whole game and art credits?
Hei Chapuz!
I've played just a few games with openEtg, and i gave a quick look to art credits. I saw a lot of contributors there!
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@TheManuz thanks for sharing your card art! If you make any other art for openEtG, it would be nice if you resized them to 128x128 pixels before uploading :)
And also, while I really like the current air nymph art and don't usually want to replace art, I also want 'sets' of cards to either have matching art or all different art. The Dragons have all different art, while Shards and Pends have all matching art. 11 matching nymphs and 1 different looks a bit odd to me, especially since there is nothing special about air nymph. Therefore I think it would be best to have air nymph redone in the same style as the others.
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tbh while jaro's art has been good up to now i don't particularly like the nymphs art it looks too plain for something as valuable as a nymph the air nymph art was better but that's just my opinion
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Also, my bad: Green Nymph also has art already too. I did not overwrite it.
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@TheManuz thanks for sharing your card art! If you make any other art for openEtG, it would be nice if you resized them to 128x128 pixels before uploading :)
And also, while I really like the current air nymph art and don't usually want to replace art, I also want 'sets' of cards to either have matching art or all different art. The Dragons have all different art, while Shards and Pends have all matching art. 11 matching nymphs and 1 different looks a bit odd to me, especially since there is nothing special about air nymph. Therefore I think it would be best to have air nymph redone in the same style as the others.
tbh while jaro's art has been good up to now i don't particularly like the nymphs art it looks too plain for something as valuable as a nymph the air nymph art was better but that's just my opinion
I'm more in favour of having different arts for all nymphs, so I'd pick the best one from jaro's set (life imo) and keep the other spots open. I think that later we should do something similar with the shards (the pendulumns make sense to be similar). If on the other hand the focus is on completing all art I suggest using this recolouring for Elf
(https://dl.dropboxusercontent.com/u/7229007/openetg/elf.png)
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I'm in favor of using the submitted Nymph art as place holder art (akin to D2D's precious paint Shards)
@andre Green Nymph's already got art
Personally I like the Nymph Queen one best
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Honestly, its all depends on what you will choose. If my nymph arts wont come to oEtG, i wont be mad. Always, I can find for them another use ;D
Imo, all nymphs shold look to each other close, because they're "all, big OP family". But, i must say andre idea to make each, unique art for each nymph is rally good idea. But, its just a lot of work imo. xd
Anyways, like you said, it will be better to make missing air nymph, to make all nymphs to be close with themselves.
(http://i.imgur.com/GnVRPPt.png)
(http://i.imgur.com/o820TIk.png)
(Sorry for waiting, but I deleted my main source of nymph arts too early lol)
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Why the flower for the air nymph?
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Why the flower for the air nymph?
It had to look like early stage of torched Unstable Gas. I maked that really badly. xd
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I'm all for having a set of art for the nymphs, same as for shards.
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For Shards, I think it would make sense if the arts are the gems representing the elements or colors:
:fire Ruby
:water Sapphire
:air Aquamarine???
:earth Diamond
:light Quartz
:darkness Obsidian
:life Emerald
:death Amber
:aether Turquoise
:entropy Amethyst
:gravity Topaz
:time Gold
It may feels much like Battle Spirits, though.
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For Shards, I think it would make sense if the arts are the gems representing the elements or colors:
:fire Ruby
:water Sapphire
:air Aquamarine???
:earth Diamond
:light Quartz
:darkness Obsidian
:life Emerald
:death Amber
:aether Turquoise
:entropy Amethyst
:gravity Topaz
:time Gold
It may feels much like Battle Spirits, though.
Air is more like Azure. Light maybe Opal? Also, I'm not sure if Turquoise is a gem, plus i think Amber is only solid wax. Death should be Bloodstone, a fictional ore.
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For Shards, I think it would make sense if the arts are the gems representing the elements or colors:
:fire Ruby
:water Sapphire
:air Aquamarine???
:earth Diamond
:light Quartz
:darkness Obsidian
:life Emerald
:death Amber
:aether Turquoise
:entropy Amethyst
:gravity Topaz
:time Gold
It may feels much like Battle Spirits, though.
Air is more like Azure. Light maybe Opal? Also, I'm not sure if Turquoise is a gem, plus i think Amber is only solid wax. Death should be Bloodstone, a fictional ore.
I think Diamond would be good for :light ... Tourmaline could work for :air ... it can have a very nice sky blue color.
http://elementscommunity.org/forum/index.php?action=post;quote=1140681;topic=52763.996
Kyanite is another good option for :air
http://www.gemstonebuzz.com/kyanite
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I do prefer to have a full set of art before talking about redoing art that works just fine for now.
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I do prefer to have a full set of art before talking about redoing art that works just fine for now.
Personally I like how they are now. No need for a change.
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Personally I like how they are now. No need for a change.
Like Spike, i dont actually think does shards need to be changed. Im jst in love with their arts. ♥
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Personally I like how they are now. No need for a change.
Like Spike, i dont actually think does shards need to be changed. Im jst in love with their arts. ♥
Hey, I'm not Spike. I'm Submachine. o-o
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Sorry Sub. xDD
Im always mispelling you im my brain with my senpai~ ♥ :P
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For Shards, I think it would make sense if the arts are the gems representing the elements or colors:
:fire Ruby
:water Sapphire
:air Aquamarine???
:earth Diamond
:light Quartz
:darkness Obsidian
:life Emerald
:death Amber
:aether Turquoise
:entropy Amethyst
:gravity Topaz
:time Gold
It may feels much like Battle Spirits, though.
I solved a similar problem when i made my Gem Factory serie (http://elementscommunity.org/forum/level-3-armory/gem-maker-gem-factory/).
Here is the table i've come up to:
:aether | Turquoise |
:air | Sapphire |
:darkness | Obsidian |
:death | Charoite |
:earth | Zircon |
:entropy | Amethyst |
:fire | Ruby |
:gravity | Amber |
:life | Emerald |
:light | Diamond |
:time | Chrysoberyl |
:water | Aquamarine |
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Ajit has already created a gem series which can be found in here (http://elementscommunity.org/forum/series/gem-series/).
Here is Ajit's list:
:aether | Turquoise |
:air | Sapphire |
:darkness | Moonstone |
:death | Opal |
:earth | Peridot |
:entropy | Amethyst |
:fire | Ruby |
:gravity | Garnet |
:life | Emerald |
:light | Diamond |
:time | Topaz |
:water | Aquamarine |
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Air is more like Azure. Light maybe Opal? Also, I'm not sure if Turquoise is a gem, plus i think Amber is only solid wax. Death should be Bloodstone, a fictional ore.
The sole reason why I didn't put Azure in :air was also because I was not sure if it was a gem, plus Pearl (like Amber) is also often considered a gem despite being living creatures' product. Let's face it: Several types of gems are stones, the others are metal, and the rests are biological like Amber and Pearl. Even I as an OCD person totally accept it now.
I think Diamond would be good for :light ... Tourmaline could work for :air ... it can have a very nice sky blue color.
http://elementscommunity.org/forum/index.php?action=post;quote=1140681;topic=52763.996
Kyanite is another good option for :air
http://www.gemstonebuzz.com/kyanite
Never heard of both Tourmaline and Kyanite, thanks for reference. The name implies that Kyanite is blueish, though (Cyan).
I solved a similar problem when i made my Gem Factory serie (http://elementscommunity.org/forum/level-3-armory/gem-maker-gem-factory/).
Here is the table i've come up to:
:aether | Turquoise |
:air | Sapphire |
:darkness | Obsidian |
:death | Charoite |
:earth | Zircon |
:entropy | Amethyst |
:fire | Ruby |
:gravity | Amber |
:life | Emerald |
:light | Diamond |
:time | Chrysoberyl |
:water | Aquamarine |
Never heard of Charoite, Zircon, and Chrysobery either. Going to look at your thread after this.
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I think that the name of the shards should be kept. They represent their abilities.
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I think that the name of the shards should be kept. They represent their abilities.
Agreed.
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Changing topics back to general Art suggestions, here is my suggestion for Lobotomizer:
(http://i.imgur.com/IkPNC0M.png)
I recently came across it when looking through my old image folder searching for something else... I made it for the Caldablog card idea someone had a while back (back when I still had Bryce7) but I think it works very well for Lobo!
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I think that the name of the shards should be kept. They represent their abilities.
To be fair, we didn't suggest the shards' name to be changed. We just suggested their arts to be the representing gems.
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Just curious and i think it should be added to the front page, which people work on Oetg?
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Artists are listed in artcredits. If you're interested in who's programming: https://github.com/Fippe94/openEtG/graphs/contributors
This leaves out those who offer feedback & balance testing. Or CuCN's extensive bug testing early on. Also BluePriest's UI developments. Thus there's grounds for listing those involved, but it's important to make clear that anyone can get involved by simply contributing. ie no need to ask permission; post art, post a demonstration of some card being OP, clone the repo & make a pull request. None of that requires asking anyone about becoming a "contributor" (though I suppose after you've produced the contribution it has to get accepted by Fippe, but every contribution you ever make must go through the maintainer)
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What serprex said. Aside from art, the only ones besides me and serprex that have done any coding is SethKips, who remade some menus, and Odin, who are working on a quest.
Of course, most people posting in this topic have made some sort of suggestion/feedback, which are great, but I am not sure if listing all of those really works.
With that said, I'll make a small non-art (since art credits already exists) credits list on the first post, if you think you should be added, just contact me. And as serprex said, no need to ask or anything before contributing, the project is open-source for a reason.
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I made some changes yesterday that are much cleaner in handling renderer/canvas. Cleaner to the point that PIXI's WebGL renderer can now be used
The downside of my arrival is that I also got the chance to mess things up because that's what I do. Changes were necessary to artcredit, which I made to my local copy & uploaded. Unfortunately my local copy was very outdated. Fippe's contacting anti about whether there's any backups; we don't know. Hopefully this'll be resolved soon, & not in a way that requires Fippe comb through all the previous posts
If artists want to help with recovery: list in a spoiler the card codes you've made art for. An easy way: go through the cards in Sandbox mode & make a deck of cards with your art, then post the resulting deck code. This'd also be a time where you could supply a URL for your name to link to in the credits
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I'm on my phone now, but the arts I did were
Mark of:
Chroma
Death
Life
Darkness
Light
Aether
Time
Water
Fire
Singularity (unnuped and upped)
Titan
Quantum Pillar
Elemental icons for Chroma, Gravity and Earth.
4sa 4si 4sk 55s 4sn 4so 4sp 4sq 4ss 4st 4su
+ singularity
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If im arent wrong, i amde arts for:
- Nymphs (except air and life ones)
- Deja Vu
- Light Dragon
- Miracle
- Guardian Angel
- Gravity Pillar
- Antimatter
- Sky Blitz
- Blessing
- Aflatoxin
- Draft
- Dagger
- Tempering
- Corpse Explosion
If i will be wrong in something, i will repair this as quick as possible xd
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Note that the card codes greatly appreciated, as serprex said, still awaiting answer from anti though.
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If im arent wrong, i amde arts for:
- Nymphs (except air and life ones)
- Deja Vu
- Light Dragon
- Miracle
- Guardian Angel
- Gravity Pillar
- Antimatter
- Sky Blitz
- Blessing
- Aflatoxin
- Draft
- Dagger
- Tempering
- Corpse Explosion
If i will be wrong in something, i will repair this as quick as possible xd
Very nice job on those nymphs by the way. They all came out really well I think.
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Note that the card codes greatly appreciated, as serprex said, still awaiting answer from anti though.
4sa 4si 4sk 55s 4sn 4so 4sp 4sq 4ss 4st 4su
+ singularity
4t3 4vn 500 532 52s 534 55k 568 59c 5ff 5fk 5fe 5io 5le 5lf 5ls 5la 5li 5oq 5op 5rh 5s4 5v8 62c
he had forgotten Seraph
You can link me here http://andretimpa.deviantart.com/ it will give me an excuse to actually start using this account.
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I did the card backs, and these card arts:
4sc 50u 4vi 4vj 4vq 50a 4vt 4vu 542 53e 576 55q 564 55v 56i 599 59m 58q 5de 5cb 5cq 5ce 5c3 5cg 5gi 5f3 5fi 5fu 5jm 5ia 5j2 5l9 5mq 5m6 5pu 5pa 5ou 5t2 5se 5vi 5uq 5uu 61p 61q 620 62m 627 61v 6u3 77p 77a 7au 7dj 7e2 7ta 809 80a 8pi
I dunno how to get the codes for:
Ash, Spore, Toxic Spore
I guess the current icons too, but some of those are just glossed up versions of andretimpa's lovely designs :)
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4t3 4vn 500 532 52s 534 55k 568 59c 5ff 5fk 5fe 5io 5le 5lf 5ls 5la 5li 5oq 5op 5rh 5s4 5v8 62c
he had forgotten Seraph
You can link me here http://andretimpa.deviantart.com/ it will give me an excuse to actually start using this account.
Yep, i forgot it, because my list of cards i was writing 30 mins before i gone to sleep. xd
Anyways, thanks ;3
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I like the delay you added in the game, it's much easier keeping track now.
I played a few games and I must say the art for the cards are awesome :)
It might be just me, but I often confuse :air with :water and sometimes I can't notice that my :light creature can use it's ability. The "next hp loss" aproximates when you have shields like fog/dusk, like 40/50% of the total atk of the attacking creatures?
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Chaos Shield seems largely under costed. Ignoring the chance to evade, Pandemonium does on average a little over 3 damage. 25% of 3 damage warrants being costed more closely to Fire Shield. Add in the soft CCs and evasion & it seems it should at least cost the same as Thorn Carapace
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Umm, is it ok for the AI to target it's own pillars with EQ?
I had 1 QPillar and 1 QPend and he had 1 earth pillar and 4 water pillars, it targeted the water pillars with EQ.
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Umm, is it ok for the AI to target it's own pillars with EQ?
I had 1 QPillar and 1 QPend and he had 1 earth pillar and 4 water pillars, it targeted the water pillars with EQ.
Was it the normal or experimental AI?
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Umm, is it ok for the AI to target it's own pillars with EQ?
I had 1 QPillar and 1 QPend and he had 1 earth pillar and 4 water pillars, it targeted the water pillars with EQ.
Was it the normal or experimental AI?
Normal, I was playing mage or champion, I don't remember exactly, but it was definately one of those two. And it seems it does this if he has trident and I have no pillars, I think it's coded to target the largest stack, even if it's his own.
Also, mito-spider cow is just awesome :)
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Yeah, for some reason earthquake targeting does not check which player it targets. Good catch, now it only targets opponent.
There was no backup of the artcredit file, all artists that have posted with their card codes have been readded.
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Amusing mechanics note: Surgeons can be used to allow warden's to attack after using the guard ability. Makes for a nice earth-light combo.
Splash in a few upgraded draft spells and you get a fairly stable warden trio ;)
Just realized I forgot to post the art I contributed for the credits page. Here is the code list:
4tc 4t5 596 596 596 596 594 594 594 591 591 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5lo 5lo 5lf 5lf 5lf 5lf 5lm 5lm 5lm 8pm
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Amusing mechanics note: Surgeons can be used to allow warden's to attack after using the guard ability. Makes for a nice earth-light combo.
Splash in a few upgraded draft spells and you get a fairly stable warden trio ;)
Just realized I forgot to post the art I contributed for the credits page. Here is the code list:
4tc 4t5 596 596 596 596 594 594 594 591 591 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5lo 5lo 5lf 5lf 5lf 5lf 5lm 5lm 5lm 8pm
That is just a normal deck you posted, you must have copy-pasted the wrong thing. What you posted is one of those Surgeon/Warden deck you talked about :P
Also, increased cost of Chaos Shield to 6/5
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Amusing mechanics note: Surgeons can be used to allow warden's to attack after using the guard ability. Makes for a nice earth-light combo.
Splash in a few upgraded draft spells and you get a fairly stable warden trio ;)
Just realized I forgot to post the art I contributed for the credits page. Here is the code list:
4tc 4t5 596 596 596 596 594 594 594 591 591 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5lo 5lo 5lf 5lf 5lf 5lf 5lm 5lm 5lm 8pm
That is just a normal deck you posted, you must have copy-pasted the wrong thing. What you posted is one of those Surgeon/Warden deck you talked about :P
Also, increased cost of Chaos Shield to 6/5
ACK!... *sheepish look* ... always forget to hit done before copying :(
here is the code
4t4 4td 4vk 4vo 4vf 52o 530 52p 55t 565 594 5c5 5f4 5f6 5fg 5i8 5lq 5oi 5on 5or 5ri 5s1 5ur 5us 5v0 5v1 5up 623 8pi
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We should ask this guy to use some of his art
http://elementscommunity.org/forum/card-art/some-art-for-cards/
What do you guys think would fit?
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We should ask this guy to use some of his art
http://elementscommunity.org/forum/card-art/some-art-for-cards/
What do you guys think would fit?
That white ghoul and the fire sanctuart look really pretty, but no idea what cards they fit in. A recolor of the ghoul can make it to GoTP
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Hi Chapuz, most of them are still WIP, please tell me which one you'd like finished or if you want a new one for a card that doesn't have image currently.
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AI shouldn't target singularity. I was just like "omg, what did I do", then he kills it with throw rock.
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AI shouldn't target singularity. I was just like "omg, what did I do", then he kills it with throw rock.
As Fippe alays asks, normal or experimental AI?
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AI shouldn't target singularity. I was just like "omg, what did I do", then he kills it with throw rock.
As Fippe alays asks, normal or experimental AI?
Normal AI, I never used experimental AI anyway.
Oh, and another thing: the AI shouldn't play more than one nightfall and not RT my mummy.
Wait, is the algorytm for experimental different from the normal?
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Yep, it's a whole different concept. It gives values to certain thingd and moves and plays the "best move" it can, like a Chess AI.
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Yep, it's a whole different concept. It gives values to certain thingd and moves and plays the "best move" it can, like a Chess AI.
Hmm, I should take a look at the code sometimes then. I might be able to help with these things. As I said, I have coded before and I'm still coding, but on a very low level. I still don't understand the whole things in there since I just started to learn something about classes.
Java Script isn't so different from C++ from what I see. I think it'd pretty much the same thing except it can do a lot more things, I guess.
So if you need help with something, I'll do what I can.
Oh, and playing against "The Mirror" is hilarious rocks everywhere xD
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We should ask this guy to use some of his art
http://elementscommunity.org/forum/card-art/some-art-for-cards/
What do you guys think would fit?
That white ghoul and the fire sanctuart look really pretty, but no idea what cards they fit in. A recolor of the ghoul can make it to GoTP
The sanctuary could be used for Tomb, the ghoul wouldn't need much for GotP. I also spot some good choices for Mind Flayer and Graviton Deployer. The hand picking a sword could substitute either Steal or Yoink (yoink's current art is abstract, so I'd change this one if there's no problems)
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Imo your choice for Yoink will be nice. I hasnt made a lot of work in my Yoink art, so there arent any problem about this. :P
BTW, im too thinks thats "ghoul" will be awesome after recolour for Gotp.
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Now you can trade up to 30 cards at once with each other! No restrictions, except that you cannot trade account-bound cards (These include your starter deck, the cards you getfrom the free card packs, and the oracle cards.)
I changed arena top 10 so that it now also display score of the top 10 (+1 foreach win, -1 for each loss). And then I realized something very very silly. The arena ranking is all backwards. When I looked at "top 10" they had all massive negative score, and were actually the bottom 10. When you face arena you are supposed to face a random deck in top 20, but instead you will face a deck in bottom 20. This of course makes it pretty much impossible for bottom 20 decks to change much, and so the arena decks have been the same for a long time. Yes, this is beyond silly, and has been this way forever. I do hope that I have fixed it now, and changed so it works properly :P
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Suggestion: Can it be implemented that if you hit a player with firebolt whose weapon is frozen, it thaws out?
Notice: Somehow in the editor i have 13 lava golems (none in my deck), but in the upgrade/sell board i only have 11. Is it a bug?
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Suggestion: Can it be implemented that if you hit a player with firebolt whose weapon is frozen, it thaws out?
Notice: Somehow in the editor i have 13 lava golems (none in my deck), but in the upgrade/sell board i only have 11. Is it a bug?
2 must be account-bound cards, either from the starter deck or from the Oracle.
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can we have a special sign or symbol for account bound cards?
EDIT: could we also have something so we can see what rank our arena deck is, with the person both above and below it?
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I appreciate all the efforts put to make openETG but I have to say that there is a huge problem with client-server messaging. PM please.
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Suggestion: Can it be implemented that if you hit a player with firebolt whose weapon is frozen, it thaws out?
Notice: Somehow in the editor i have 13 lava golems (none in my deck), but in the upgrade/sell board i only have 11. Is it a bug?
2 must be account-bound cards, either from the starter deck or from the Oracle.
I have noticed the same thing. While I can see the reasoning behind not trading account bound cards, why not allow upgrading? If the problem is trading the upgrade just make it account bound too.
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Bug report: Sanctuary doesn't protect quanta from devourers.
can we have a special sign or symbol for account bound cards?
EDIT: could we also have something so we can see what rank our arena deck is, with the person both above and below it?
My request with arena with be to see what deck did we submit. It would also be good if we could instanly import and change it as needed.
I also had something else in mind but I forgot. ._.
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Me and tree want to start a petition for chaos shield to have only the random effect chance and not the miss chance as well:
1) iancudorinmarian
2) treebeard_xiii
Add yourself to the petition if you agree.
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Me and tree want to start a petition for chaos shield to have only the random effect chance and not the miss chance as well:
1) iancudorinmarian
2) treebeard_xiii
Add yourself to the petition if you agree.
This isnt really the best way to get it changed. Card balance should not be based on if a majority want it to be that way or not, it should be based on the arguments made that the card is OP or UP. Otherwise if you had a majority that wanted a card to be 1 hit kill for no quanta then it would be possible.
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Me and tree want to start a petition for chaos shield to have only the random effect chance and not the miss chance as well:
1) iancudorinmarian
2) treebeard_xiii
Add yourself to the petition if you agree.
This isnt really the best way to get it changed. Card balance should not be based on if a majority want it to be that way or not, it should be based on the arguments made that the card is OP or UP. Otherwise if you had a majority that wanted a card to be 1 hit kill for no quanta then it would be possible.
it worked for mafia
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Me and tree want to start a petition for chaos shield to have only the random effect chance and not the miss chance as well:
1) iancudorinmarian
2) treebeard_xiii
Add yourself to the petition if you agree.
This isnt really the best way to get it changed. Card balance should not be based on if a majority want it to be that way or not, it should be based on the arguments made that the card is OP or UP. Otherwise if you had a majority that wanted a card to be 1 hit kill for no quanta then it would be possible.
problem being when the cards creator first made the card there was a good hour of discussion involved in how balanced it was in the variation that has been added certain member even went to the extent of creating a viable formula for measuring shield cost. However iirc this card was added by fippe while the conversation was still going on. Admittedly entropy did need another shield none can deny that for either oetg or normal elements but this card has too much going on mass pandemonium or missing seems a bit unfair to me it's like having two shields for the price of one. Personally I feel the card should only have the mass pandemonium effect at a slightly higher chance. Basically this card is a dusk shield with two different effects making up the effect, yes if dusk blocks an attack it does in fact block the attack whereas chaos shield only blocks an attack 50% of the time it works the other 50% however can shutdown the creature permanently or for 3 turns or not shut it down at all. Yes the cost increase balanced it a bit but I still feel it is fairly strong considering the impact either pandemonium or dusk can make on a duel. Of course that is just my opinion.
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Fippe, I still want to note, that even after your attempt to fix it, devourers still devour quanta throught sanctuary.
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Fippe, I still want to note, that even after your attempt to fix it, devourers still devour quanta throught sanctuary.
I tried it myself just now, and devourers do get blocked by sanctuary. Are you sure this still happened, and if it did, any messages in the console?
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So, got our own forum in development, check it out here: http://oetg.boards.net/ Feel free to make an account and make useful posts/topic in a relevant section.
Note that I will still post in this topic and keep the OP updated, just like before. I am not simply replacing the topic with the forum, they will both co-exist for everyone's benefit.
Also, some updates:
Various bugfixes done and shield behaviour are now changed: As long as a creature have more than 0 attack, they will get affected by shields.
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So, got our own forum in development, check it out here: http://oetg.boards.net/ Feel free to make an account and make useful posts/topic in a relevant section.
Note that I will still post in this topic and keep the OP updated, just like before. I am not simply replacing the topic with the forum, they will both co-exist for everyone's benefit.
Also, some updates:
Various bugfixes done and shield behaviour are now changed: As long as a creature have more than 0 attack, they will get affected by shields.
Yay! New forum. Hopefully that will help lower the congestion on this topic a little.
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Seems like the game doesn't work again for me. I get only a bluescreen instead of that UI. You know what I'm talking about, I've showed you pictures before.
I get the "cannot read appendchild of NULL".
If this isn't fixed soon, I'll have to forfeit on the tourney.
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Seems like the game doesn't work again for me. I get only a bluescreen instead of that UI. You know what I'm talking about, I've showed you pictures before.
I get the "cannot read appendchild of NULL".
If this isn't fixed soon, I'll have to forfeit on the tourney.
:(
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Seems like the game doesn't work again for me. I get only a bluescreen instead of that UI. You know what I'm talking about, I've showed you pictures before.
I get the "cannot read appendchild of NULL".
If this isn't fixed soon, I'll have to forfeit on the tourney.
Console again, please.
If this is really the same problem you had the last time, I have sadly no idea how to fix that, and the problems seems to be specific for you only :(
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Seems like the game doesn't work again for me. I get only a bluescreen instead of that UI. You know what I'm talking about, I've showed you pictures before.
I get the "cannot read appendchild of NULL".
If this isn't fixed soon, I'll have to forfeit on the tourney.
Console again, please.
If this is really the same problem you had the last time, I have sadly no idea how to fix that, and the problems seems to be specific for you only :(
Yep, I think it's the same problem, copy paste from the console:
Uncaught TypeError: Cannot read property 'appendChild' of null
line: etg.dek.im/:1673
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If it doens't say any file, I have no idea what the problem is and can't really help. Where do you get if you click the line number? Screenshot of that?
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Fippe should try moving <script src="ui.main.js" defer></script> past </body> in index.html. leftpane being null implies the code is executing before the leftpane element is created despite "defer"
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If it doens't say any file, I have no idea what the problem is and can't really help. Where do you get if you click the line number? Screenshot of that?
(http://imgur.com/u0ALBpC.png)
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I tried serprex's fix, test the game and let me know if it works or not.
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I tried serprex's fix, test the game and let me know if it works or not.
It works, thank you :D
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Good to hear :)
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With the last update the buttons to change your mark in the editor screen disappeared (I'm needing to use import with the right mark to do it now). I liked the separation by rarities though
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With the last update the buttons to change your mark in the editor screen disappeared (I'm needing to use import with the right mark to do it now). I liked the separation by rarities though
The "editor" and "sell/upgrade" buttons don't even work anymore for me it seems.
I get this error: Uncaught ReferenceError: card is not defined
line: (index): 1833
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Sorry, fixed, then broke again. I got distracted this morning & didn't realize some work was completely half done when pushing. Finished now
Fippe's away, so the server's back to my inconsistency while I go over CG's big list of minor feature requests & cleanup the code. Seriously, why hasn't he changed the ssh password on me yet..
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Guess what?
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_gravity.png)
(click for full size)
(https://dl.dropboxusercontent.com/u/7229007/openetg/mark_of_gravity_small.png)
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Mark or Pull?
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Mark or Pull?
Mark
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I am now back after being away from computer for a week, and serprex made a lot of additions that he was too lazy to post here:
Adding rarity filters in editor/trade/sell/upgrade
Added time stamps for chat messages
Added loading bar when you start up the game
Added two new cards: http://elementscommunity.org/forum/level-3-armory/orochi-orochi/ and Infected: A death creature, 4 cost, stats are 7/2 | 9/4, enters play with 1/2 poison counters.
Two new demigods: Hover over cards for details, click for permalink
7gk 7gk 7gk 7gk 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7h6 7h6 7h6 7hb 7hb 7hb 7hb 7hb 7hb 7k6 7k6 7k6 7k6 7k5 7k5 7k5 7k5 7k5 7k5 7n2 7n2 7n2 7n2 7n2 8pq
Hover over cards for details, click for permalink
710 710 710 710 710 710 710 710 710 710 710 72i 72i 72i 72i 71m 71m 71m 718 718 718 718 718 718 719 719 719 719 71b 71b 71b 71j 71j 71j 71j 7aj 7aj 7aj 7aj 8pn
Also: Normal AI removed, 'Experimental AI' is now the only AI.
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2 new cards added:
Broken Mirror, aether card, costs 4, spawns 1/1 / 2/1 creature with spell damage whenever opponent plays a card.
Heat Mirror, fire card, costs 4, spawns 3/0 / 5/0 creature whenever opponent plays a card.
Added 'Library' button beside the challenge text box. Clicking it will let you see all tradeable cards of the player you typed in 'challenge' Only works properly when logged in.
Also, in case you did not know: While I said that the forum (http://oetg.boards.net/) will not replace the topic, there are discussion going on there about new cards and other suggestions, so if you want to be more of a part in development, I really recommend going to the forum. This topic will mostly just be used to post new changes to, so that the rest of the forum can be up to date if they want to. I will still respond to stuff here of course, but it is easier to discuss on an own forum if there are lots of different stuff to discuss.
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Added a notification when drawing your last card. Added death,water and time symbols to poison counter when you are poisoned, purified and neuro'd.
Arena rewards scale the same as Mage rewards now.
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Rarity icons
(https://dl.dropboxusercontent.com/u/7229007/openetg/urts/pillar.png)
Pillar/Pend
(https://dl.dropboxusercontent.com/u/7229007/openetg/urts/common.png)
Common
(https://dl.dropboxusercontent.com/u/7229007/openetg/urts/uncommon.png)
Uncommon
(https://dl.dropboxusercontent.com/u/7229007/openetg/urts/rare.png)
Rare
(https://dl.dropboxusercontent.com/u/7229007/openetg/urts/shard1.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/urts/shard2.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/urts/shard3.png)(https://dl.dropboxusercontent.com/u/7229007/openetg/urts/shard4.png)
Shard (undecided on which one to pick)
(https://dl.dropboxusercontent.com/u/7229007/openetg/urts/ultra.png)
Ultra-Rare
I tried to stick to the same style of the card type icons.
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I like the 2nd shard the most
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I pushed with the 4th shard icon
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I gave it a check and I think it would look better with the icons to the left instead of centered (because of the positioning of the card type icon).
Also, I'm unnable to play at the momment, the AI doesn't play when their turn comes.
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I will change rarity symbol placement as soon as I have gotten quest areas to work properly. Will fix ai-bug too. Expect fixes within an hour.
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Changed rarity symbol positions, fixed hitboxes on the questareas as well as moved a couple of quests to other areas (bombmaker are in the city, black summoner are in the desert). Also fixed the bug where ai freezes on its turn.
Also, about rarity symbols: They look good, I like them, but personally I would like some color in them, preferably the colors we already had (makes it a lot easier to refer to the icons/rarities).
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Using colour was my first idea, but I thought it would be better to use a style that looked more uniform with the card type icons. Colours also had problems with the symbol being hard to see depending on the element of the card back. I can add colouring to them so you can check it tomorrow but my hunch is that they are going to clash with the other icons.
I also need to tweak the common icon. It looks bigger than the others.
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Upload it as a spritesheet when you do update (https://github.com/Fippe94/openEtG/blob/master/assets/raritysheet.png)
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Please update OP with new cards like Orochi and Infected. ^^
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Chat no longers forces you to the bottom when a new message is gotten unless you already are at the bottom. Useful for scrolling up to read chat history.
2 new quests added, located in the Forest and the Ice Caves. Decks made by d2d, a couple slightly modified by me.
Buff: Tempering. Unupped costs 1, upped increases attack by 5
Nerf: Spite. Unupped only attacks for 2, upped costs 2
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When I tried to duel with myself, I got this:
200 console messages are not shown.
907 Uncaught TypeError: undefined is not a function etg.dek.im/pixi.dev.js:3922
and game crashed with a blue screen.
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Bug Report:
Some creatures under SoPa keep being with 1delay status. When SoPa breaks, all creatures lose this 1delay the next turn. It's hard to tell what really happened because it was a game with freeze and basilisk blood too in play.
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Bug Report:
Some creatures under SoPa keep being with 1delay status. When SoPa breaks, all creatures lose this 1delay the next turn. It's hard to tell what really happened because it was a game with freeze and basilisk blood too in play.
SoPa works fine for me, and I have used it a lot
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Then I don't know what caused the bug. :/ There were really a lot of things on both fields, and I was controlling both of them. Maybe that caused a problem.
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All delay effects are cumulative. So delaying a creature with SoPa in play will prolong the delay
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All delay effects are cumulative. So delaying a creature with SoPa in play will prolong the delay
Is this stated in the OP? It's a very relevant difference from the main game.
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It's listed in the Buff spoiler. That may be the wrong place for it, but Fippe's trying to decide if there's a way we can reduce the amount of documentation of all the changes that have been made since a complete reference is seeming infeasible without falling back on "Read the source"
NB delay effects do not include freezing. All freeze effects overwrite if they apply a larger freeze duration
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New tourney started: http://elementscommunity.org/forum/general-discussion/openetg-tournament-dodrio/
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Added status icons by willowdream (http://etg.dek.im/assets/statussheet.png)
Nerf Ouija: draws a card on discard (you still end up losing a draw next turn)
Nerf Bond: upkeep per 8 creatures (oEtG gave Life too much efficient swarming potential, so throttle Bond's maximal potential. This change is tentative)
Buff Dagger: gains +1 attack while cloaked (Two bad cards getting buffed are still bad)
Buff Time Bomb: 15 damage
Buff Hope: upped doesn't cost more (Upped Hope isn't that great, RoL/Hope took a hit from Fractal nerf)
Buff Shortbow: also gains attack with Mark of Light
New Common :light card Pacify: target creature's attack is reduced to 0 (costs 3/2)
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I logged in today and I saw this:
(http://imgur.com/eAp7fY2.png)
The console showed no error.
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Since serprex does not know how to post here, I will just give you this: http://oetg.boards.net/thread/32/openetg-patch-notes
Will probably not keep this thread to up to date anymore, but I will still check on it and answer questions and the like.
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Hey, at least I came around to posting updates to previously linked Patch Notes most of the time
(http://etg.dek.im/Cards/5fb.png)(http://etg.dek.im/Cards/5ib.png)(http://etg.dek.im/Cards/5il.png)(http://etg.dek.im/Cards/7gr.png)(http://etg.dek.im/Cards/7h5.png)
Here, distract yourself with new card art while I make an escape & afk until Round 2 of Dodrio or Phase 2 of Trials
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Is the first one rage pot?
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So, I just found the new addition to aether in oEtG and I loved it so much I'm gonna have to make a whole slew of decks based on them... be careful, they BYT!
in honor of a request for more unupped decks, i'll try to keep them unupped
here is my first one on the forum site: http://oetg.boards.net/thread/67/byting-vamp-saders-unupped
I'll add more there as I go so I won't clog this thread, but I am totally loving this card!
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A couple of updates from the last few days:
new Aether Common: http://elementscommunity.org/forum/level-2-forge/byt-nybble/
You can now save up to 10 decks.
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You can now save up to 10 decks.
This is a huge help when planning for the tourney :)
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If you or anyone else comes up with a good idea for button layout or other system, I can add even more decks. 10 buttons was all that fitted nicely on screen, that's why I stopped at 10.
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For the way I work when deckbuilding 5-6 would be a good number (since is the number of decks I go through in one session). For storing the decks for using in the tourney. 10 looks like a good number (it is a lot of decks). I can think of something, but it'd probably require scrolling (not sure how elegant that'd be)
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If you or anyone else comes up with a good idea for button layout or other system, I can add even more decks. 10 buttons was all that fitted nicely on screen, that's why I stopped at 10.
I think that's more than enough. I usually keep my decks in the "my decks" tool.
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If you or anyone else comes up with a good idea for button layout or other system, I can add even more decks. 10 buttons was all that fitted nicely on screen, that's why I stopped at 10.
I think that's more than enough. I usually keep my decks in the "my decks" tool.
My problem is that I have 100+ decks in the deck manager (stuff I built and found fun/interesting + grinding decks), so putting temporary things like decks for a tourney is inconvenient.
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Some more updates in the last few days:
More quests.
Colosseum: Some daily challenges you can try for extra gold.
New Cards:
Sadism: http://elementscommunity.org/forum/level-3-armory/sadism-improved-sadism
Clockwork Golem: http://elementscommunity.org/forum/level-2-forge/clockwork-golem-minor-clockwork-golem/
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Fippe, i have a question.
Does im able still to put here my arts which can be used to oEtG, without registering to forums?
/me is too bored to make acc in there...
I will be pleased, if yes. ;)
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Of course. Why would an account be necessary to submit art? We need all the art we can get.
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Of course. Why would an account be necessary to submit art? We need all the art we can get.
Thats good. ♥
In close future i will try to add some arts. ;)
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Hey, are you still looking for an Earthquake art? Because I just made one.
(http://i.imgur.com/F9M0NJo.png)
Yeah.
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Looks good artimies!
Its exciting to see that the art is coming along so fast. I think there are actually more cards with art than without now, which is very good.
The size that art gets scaled to is 128 x 128 (I think that's the max size for when you mouseover a card. will be smaller in hand / field), so your image would show up in-game like this:
(http://i.imgur.com/F9M0NJo.png)
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Yeah, it looks a bit craggy. Let me see if I can edit the original to that size.
(http://i.imgur.com/K7gZGp3.png)
Happy to help.
This one looks a bit smoother if you should want to use it.
Upon closer evaluation, there's no difference. Pheh
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I CAN tell the difference between the 2 :P
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Since this became an issue, I'll mention that shortly after the large version was posted I resized with imagemagick & uploaded
(http://etg.dek.im/Cards/593.png)
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That looks good (extremelly close to the one Arty posted).
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Really nice piece of art, i must say. ;)
Changing the topic, i'm made art for Heal.
Nothing special at all, but always something. ;D
(http://i.imgur.com/N9oeY8s.jpg)
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Mark of air almost done btw
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I just made new graphic for Miracle. ;)
I was going to make it look like these rays heals this guy. Anyways, i HOPE you'll like it. ;)
(http://i.imgur.com/tGl1f6S.png)
I highlighted the card's name in your text which would also fit this image. ;)
Hint:
I'm gonna ask now that Jaro is here, that if he could make a brighter version of the current Miracle art, it could be used for Hope too. :)
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I'm gonna ask now that Jaro is here, that if he could make a brighter version of the current Miracle art, it could be used for Hope too. :)
Seems like nice idea. I will try to do something with that. But for now i need to sleep. xd
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(https://dl.dropboxusercontent.com/u/7229007/openetg/air128.png)
Air
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Made this art for a Card I just posted... Might work well for a light card (Hope shield, or martyr or something...)
(http://i.imgur.com/3aoitC3.png)
image taken from: http://en.wikipedia.org/wiki/Genuflection#mediaviewer/File:Hermod_before_Hela.jpg
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Submarine, i thought thats this version can be nice for Hope. ;)
Anyways, imo, Odin idea for me is gently better than mine. xd
(http://i.imgur.com/XrCawcn.png)
Resized:
(http://i.imgur.com/8hHGFon.png)
andre, awesome mark.
♥
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Made this art for a Card I just posted... Might work well for a light card (Hope shield, or martyr or something...)
(http://i.imgur.com/3aoitC3.png)
image taken from: http://en.wikipedia.org/wiki/Genuflection#mediaviewer/File:Hermod_before_Hela.jpg
I see a horse next to something that looks like... a soldier on the ground? I like Jaro's art better for Hope. ^^"
This image would be better for Crusader, but still not obvious enough. The horse just doesn't seem to fit to any cards.
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I thought of crusader too, but we have vrt's art already. Odin's art could fit Martyr or Mercenary.
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Submarine, i thought thats this version can be nice for Hope. ;)
I'm called SubmaCHine... ::) >:(
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Submarine, i thought thats this version can be nice for Hope. ;)
I'm called SubmaCHine... ::) >:(
sorry. gomene. :c ::)
Anyways, made art for Time Barrier.
I hope you'll like it. ♥
(http://i.imgur.com/kNO17vB.jpg)
resized:
(http://i.imgur.com/Z1qtj18.jpg)
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^That, is flipping AWESOME!
Nice job Jarozaoz!
Made this art for a Card I just posted... Might work well for a light card (Hope shield, or martyr or something...)
(http://i.imgur.com/3aoitC3.png)
image taken from: http://en.wikipedia.org/wiki/Genuflection#mediaviewer/File:Hermod_before_Hela.jpg
I see a horse next to something that looks like... a soldier on the ground? I like Jaro's art better for Hope. ^^"
This image would be better for Crusader, but still not obvious enough. The horse just doesn't seem to fit to any cards.
Maybe it would work for Pacify?
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Maybe it would work for Pacify?
With brightened horse it can be.
Anyhow it sounds like.
::)
That, is flipping AWESOME!
Nice job Jarozaoz!
I like Jaro's art better for Hope. ^^"
(http://img2.wikia.nocookie.net/__cb20140702230738/sailormoon/images/3/30/919px-Happy-oh-stop-it-you-l.png)
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Going to give feedback on art for once:
Antimatter http://etg.dek.im/Cards/4vn.png
Blackhole http://etg.dek.im/Cards/55v.png
& possible Liquid Shadow http://etg.dek.im/Cards/5uu.png
These are alchemy spells. Their art should be potionesque
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In the point of Antimatter, it can be something like that?
Looks like Antimatter broked bottle, where it was been.
potionesque as my brandy. :3
(http://i.imgur.com/hq4eZSu.png)
Resized:
(http://i.imgur.com/ei1H0F2.png)
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@serprex I don't entirely agree that they need to be potion art.
Liquid Shadow I think is fine as it is whether or not you guys want to force them to be potionesque.
Black Hole I feel like it makes zero sense to put it in a potion bottle. What difference does it make anyways? Or, if these spells are meant to be 100% just alchemy potions, why isn't it "bottled black hole" ? These spells come into effect via other means besides the alchemist card, so doesn't it make more sense to just leave them as is? Or to just add "alchemy" to the description if we for some reason need to designate that?
I guess I just think its illogical to put them into bottles when their names aren't specifying that they are potion bottle cards?
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Agreed Liquid Shadow is fine regardless, only listed it for completeness. I only raise the issue to gather feedback; thank you for your feedback
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I honestly think the original BH art is a bit silly. I also think that we can think a bit out of the box here.
I wouldn't mind for example:
-adrenaline showing the effects of it instead of its container (a creature going all hyper)
-tears showing a nymph queen shedding tears in a bowl or something
-quintescence showing a creature turning into something aethereal
-or even precognition just showing a crystal ball/shew stone, with something happening in it.
I agree that we should stick to bottles/flasks for BB and lucipherin (though even these could still be represented by a petrified creature and a shiny army, for example)
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Submarine, i thought thats this version can be nice for Hope. ;)
I'm called SubmaCHine... ::) >:(
sorry. gomene. :c ::)
Anyways, made art for Time Barrier.
I hope you'll like it. ♥
(http://i.imgur.com/kNO17vB.jpg)
resized:
(http://i.imgur.com/Z1qtj18.jpg)
Is that a modified picture of a Stargate?
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Submarine, i thought thats this version can be nice for Hope. ;)
I'm called SubmaCHine... ::) >:(
sorry. gomene. :c ::)
Anyways, made art for Time Barrier.
I hope you'll like it. ♥
(http://i.imgur.com/kNO17vB.jpg)
resized:
(http://i.imgur.com/Z1qtj18.jpg)
Is that a modified picture of a Stargate?
Nope. Lastly i seen video with CD disks burning in microwave. I took one of frames from that, and edited. ;)
-or even precognition just showing a crystal ball/shew stone, with something happening in it.
Thanks andre a lot for the launch of my imagination. Maybe it's nothing from your suggestions, but for me, this art for Precognition will look good. ♥
And i'm think thats arts for "alchemic cards in EtG" must not be equally "potionesque" in oEtG.
(http://i.imgur.com/pasaDU0.jpg)
Resized:
(http://i.imgur.com/0IUDZeA.jpg)
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Nope. Lastly i seen video with CD disks burning in microwave. I took one of frames from that, and edited. ;)
That seems entirely ethical
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http://elementscommunity.org/forum/visual-arts/element-wallpapers/msg1150260/#msg1150260
Going to link this here to make it clear that vrt is being sarcastic; & thus raises topic of potentially needing to review the use of jaro's art
(Link to artcredit.htm) (http://etg.dek.im/artcredit.htm)
Relevant:
http://i.imgur.com/ei1H0F2.png (proposed modification to antimatter; not in-game) & http://www.dreamstime.com/royalty-free-stock-photos-breaking-bottle-image13013808
Hope (http://etg.dek.im/Cards/5li.png) & http://worldoutreachfl.org/prayer-ministry
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I'm apologize for that whats happened.
Can you delete my arts thats aren't truly made by editing free graphics?
For me, it's the best idea for this situation.
I was so stupid...
I won't make arts for oEtG anymore.
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Don't take this too personally, just make sure to track your sources in the future (whether for openEtG art or just in general)
eg plini linked the 3 images he used for NT art (http://elementscommunity.org/forum/general-discussion/openetg/msg1137090/#msg1137090)
You aren't the only one to blame either; the matter needn't've been unaddressed until vrt noticed
Currently you've only cited sources for Dagger (http://elementscommunity.org/forum/general-discussion/openetg/msg1137129/#msg1137129), Corpse Explosion
edit Removed all but Dagger, Corpse Explosion (vrt's given permission to use as placeholder, intends to replace), Antimatter, Seraph/Blitz/Angel
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Some updates in the past days:
Several new cards:
http://elementscommunity.org/forum/level-3-armory/quantum-locket-quantum-locket/
Beguile: rare 6/5 :darkness, steals target creature until start of your next turn
Alchemy: rare 3/3 :entropy 2|3, :entropy :entropy :entropy Brew: generate a random Alchemy card
Static: uncommon 3/4 :aether, shield with 0|1 DR, deals 1 spell damage to opponent when attacked (PS: Yeah Fippe I lied about never having a DR shield in Aether)
Phase Golem: 3/3 cost :aether common 2|1 / 3|1 immaterial
A new quest series by D2D: Elemental Temples. The quest starts in Capital City.
Other and Random packs added to shop.
Each card in packs now have 50% to be of the selected element, instead of the previous 40%
HP-bar
+ some buffs/nerfs and some other stuff, check here: http://oetg.boards.net/thread/32/openetg-patch-notes
Also, new tourney here: http://elementscommunity.org/forum/general-discussion/openetg-tournament-clash-of-the-demigods/
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I'm so sad right now :'(.
I've been trying to make a deck with spite for hours only to realise it's a weapon and not a spell.
I guess it really was to good to be true.
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I'm apologize for that whats happened.
Can you delete my arts thats aren't truly made by editing free graphics?
For me, it's the best idea for this situation.
I was so stupid...
I won't make arts for oEtG anymore.
WHAT? You are doing great, just use free graphics as sources! :P
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In preparation of the next time PvP servers go down, I'd like to begin working on an openEtG-vanilla branch (& apparently others want me to too). I feel openEtG as a game on its own has reached a good enough point that I can shift my focus away from it
My first step is going to be getting the cardDB setup. Vanilla cardDB can be found at
https://docs.google.com/spreadsheets/d/10qQBkDj6WCSwsOueGGQ8Am78u6n8mIDM5FvgP8t0Jsc
(At this time it may be a copy of openEtG's current cardDB because that's what it is)
Will be hosted on github @ https://github.com/serprex/openEtG-vanilla
If anyone reading this has requirements for what openEtG-vanilla would need to be a backup PvP server, please either post here or PM me. Hopefully you don't require I reproduce random stuff like Titan-Animate-Leaves-Momentum-On-Slot & Black-Nymph-Crashes-The-Game
Also hosting. If anyone can offer a host that supports nodejs & socket.io's websockets, that'd be great
The intent of openEtG-vanilla is to be a backup PvP server (also Submachine's been exploiting that instant PvP makes testing way easier... so bonus). It will be stripped of all TCG experiments and AI that are currently taking up openEtG's code. There will be no user accounts. Etc
If you want to get involved & eventually take over maintainership, contact me sooner rather than later. I'd love to drop this on someone else once most of the work is done
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I'm apologize for that whats happened.
Can you delete my arts thats aren't truly made by editing free graphics?
For me, it's the best idea for this situation.
I was so stupid...
I won't make arts for oEtG anymore.
WHAT? You are doing great, just use free graphics as sources! :P
You really do have a lot of talent. It'd be a shame to stop now.
You hit a very common pitfall, you're definitely not the first to realize they used an art image that turned out to not be free. It happens in the CI&A alot, which is part of why we have the smithy and all the threads about it.
Regardless of where you got the orignals from though, the editing is all you. If you just make sure to keep an eye out for the licensing you'll be fine...
If you stick with images from wikipedia and sxc.hu then you won't have to worry about the graphics being free. I tend to use those 2 exclusively myself because I got tired of having to hunt all over the net to find license info for images and most if not all of the art on those two sites will have some variant of a free to use license.
Don't let it get you down too much. You should definitely keep going. Even if it isn't for oEtG.
You do really great stuff.
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Don't let it get you down too much. You should definitely keep going. Even if it isn't for oEtG.
You do really great stuff.
Eh. If by 'keep going' you mean 'going back to basics and learning proper art skills'. Don't get me wrong, it's great when people are interested in art, but if you start out by taking shortcuts you're going to make it really, really hard for yourself to get any good.
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If he wanted to, could Zanz base a new version of EtG off of OpenEtG? How hard would it be?
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If he wanted to, could Zanz base a new version of EtG off of OpenEtG? How hard would it be?
Not hard at all, all the needed things are sound and little animations.
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Some new updates:
New Cards:
Junk Wall: Uncommon Gravity, pretty much BW but instead of 2 per death it's 3 per permanent being destroyed (OP with SoFo? Maybe)
Scattering Wind: Rare Air 2/1, shuffle hand of target player into their deck & redraw
oetg.boards.net/thread/95/frost-knife-dagger-ideas-section as a Light card
Firebrand: Fire weapon, rare, costs 5, deals 8/12 damage, lasts 3/2 turns
Shiny cards added. Unupped shiny cards are gotten same way as upgrades are, upped shinies are gotten by combining 6 unupped shinies or 6 upped copies. They do nothing except have a different colored-art (Exactly like shiny pokemon). Note that cards without art does not (currently) look any different than non-shinies.
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If he wanted to, could Zanz base a new version of EtG off of OpenEtG? How hard would it be?
Not hard at all, all the needed things are sound and little animations.
serprex was talking of creating a fork that basically strips the game of everything but PvP and reverts the rules to vanilla EtG (mostly as a backup for the servers).
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just a quick note for the art, the artist who i used the art for spider cow and a few other cards gave their consent to using their art in elements, i suspect it would be fine to use them in oE as well. i got ahold of him via his deviant art page, but you can also try to get in touch with him via his website.
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Sweet! Love that spider cow art!
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So what's the deal with the random "art" of Eternity, Sundial, Beguile and Golden Hourglass?
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So what's the deal with the random "art" of Eternity, Sundial, Beguile and Golden Hourglass?
Serprex is a god among men.
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Time got a much more serious look after it was revealed that Eternities are toy shovels and time barriers are made out of pancakes. I still have to check Beguile. :P
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So what's the deal with the random "art" of Eternity, Sundial, Beguile and Golden Hourglass?
Serprex is a god among men.
Lol. Indeed he is... still don't know how he finds time to make constant updates and still actually play and enjoy the game.
...As for the art... ya.......... okay, comical is good and all, but its in serious need of a makeover.
So, in liu of a better replacement, what do you think of using this:
(http://i.imgur.com/7ZnXoIt.png)
for Eternity for the moment? (there is transparency so it would get overlayed on the time card back)
I know its a bit plain and needs more work, but its better then the cartoon shovel and bucket right?
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Eternity's art being a shovel in some form is non negotiable
On the art's undeniable good quality: I learnt from the best, vrt taught me well
PS there is no art for Beguile. The only :darkness art I did was for Despair
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There are some awesome art there. Supernova, quantum locket, ricochet, thunderbolt, the shards and pendulums, and vrt's art are my favorite ones, but all art is good.
and btw upped static shield + aflatoxin + deadly poison deck = win
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Has this died, or do you all need me back to inspire new ideas?
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This hasn't died at all. We just haven't been bothered to update this topic much. Check out the forum: http://etg.dek.im/forum/
and most development talk really happens in our chat.
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So what's the deal with the random "art" of Eternity, Sundial, Beguile and Golden Hourglass?
don't forget plate armor. :P
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Don't forget Despair and the pancakes!
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I did made something for despair, serp must have missed it (or prefers his)
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I like the pancakes.
Nothing gets through pancakes.
Preferably, we need eggs in life and bacon in fire. Optionally some orange juice in gravity.
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Listen up here ya'll biscuitheads, I'd like a piece of fried toast, two scrambled eggs, an order hash browns, make 'em extra crisp, a glass of orange juice and a bowl of cheeeeeese grits~
(I hope someone gets this reference)
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Vampire Stiletto's Art is not an umbrella.
This needs an instant bug fix
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Request: Please don't change Despair's art. I think it's funny.
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Eventually when all the front-end is finished it may be distributed in big game pages. I'm waiting for that
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Sound and Animation and a Slightly Better Background, a start off tutorial. These are the things needed next.
After that it's ready to be marketed and put on big game sites, youtube stuff, over at /r/gaming, etc. 3 to 6 more months and it'll be ready for the big leagues.
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An in-game tutorial is in process (Fippe has to continue with it xD), but it won't go further in game sites and such without zanzarino's approval.
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Just to let people know this is still active, here are some recent updates:
A main menu overhaul is done (and isn't completely done yet) including *much* shiner menu art.
We also have started to have card balance patches every 2 months instead of a lot more frequent to let the game have stable metagame, and the first such patch will hit tomorrow (or maybe later today depending on your time zone).
Several bonus multipliers are being added (similar to EM, stuff like "End the game with at least 8 diferent Permanents" or "Deck out your opponent"). Some are currently ingame but give no bonus yet, still testing out a bit.
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Bonus multipliers should be exciting.
I'd personally like to see "Lower all of the opponent's health in one turn" or "Deal damage equal to twice as much as the opponent's maximum HP" (titled OTK and Overkill respectively)
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Bonus multipliers should be exciting.
I'd personally like to see "Lower all of the opponent's health in one turn" or "Deal damage equal to twice as much as the opponent's maximum HP" (titled OTK and Overkill respectively)
Well, double kill is indeed one of the additions to be made (double kill) and the ones that are not just verifications at the end of the game are going to be implemented soon, taking a register of things in the game like spending quanta, draining quanta, making an OTK, etc. This will also be used in a (hopefully near) future for achievements, like "Kill 100 creatures" for example.
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I still don't understand the with Zanz blessing mentality... Some of the card names will need changed... and clarification as to who owns vrt's work for where the pictures match... beyond that there is no with zanz blessing needed also sooner than later, especially as final polishes come along word will start leaking out more.
Since I last checked,
Sound is good.
Nice backgrounds.
Great progress!!!
My Top 5
1.) Secure the password.
2.) Animations needed
3.) More and different music (current music made my daughter get sad and cry)
4.) Balance
I know it's only 4 that's how awesome everyone's work is.
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I still don't understand the with Zanz blessing mentality... Some of the card names will need changed... and clarification as to who owns vrt's work for where the pictures match... beyond that there is no with zanz blessing needed also sooner than later, especially as final polishes come along word will start leaking out more.
It's only a matter of respect, nothing more, nothing less.
I also respect Fippe and serprex and everyone else working on this as they respect Zanz. There are people here (including me) that would be very sad to hear that an open version of EtG was sold and gets advertising and the real EtG is just standing there. Don't try to tell me it's Zanz's fault, because I already know that.
That's all I had to say. Have a nice day.
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3.) More and different music (current music made my daughter get sad and cry)
it's on my list.
I was aiming at fantasy theme for the opening song, but I agree it is a bit melancholic. I'll try something a bit more upbeat :)
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Timpaaaa quest map!
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Timpaaaa quest map!
lol, brawl
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Is this thing still a thing?
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Is this thing still a thing?
oEtG still exists yes.
There's also a CIA version known as Cygnia (thread is here (http://elementscommunity.org/forum/card-ideas-and-art/elements-cygnia-elements-the-game-with-your-card-ideas!/)) that is now acting as the new way for card submissions to get into a game.
As of now, only Fenghuang and Dust Moth have been implemented, but there'll be many more cards coming in soon. ^^
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So Cygnia and oEtG are two separate remakes of elements? That's pretty neat. Thanks for the info.
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Just because I'm silent doesn't mean I'm inactive (https://github.com/serprex/openEtG/commits/master)
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Just because I'm silent doesn't mean I'm inactive (https://github.com/serprex/openEtG/commits/master)
Didn't mean it like that. I haven't been to this forum in a long time. Instead of reading 98 pages and just checking the game for myself I figured a quick update here would be good.
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This topic is pretty dead, for a bit more updates on past and coming updates, check this page: http://etg.dek.im/forum/index.php?board=8.0
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Based on observations of struggles Cygnia has & the fact that I've recently been making wide refactoring of oetg's structure, (https://github.com/serprex/openEtG/commits/e057383e7e1aa6f1f2fd6383c70b6163ccf169d1) (etg.js has been split from 1300 lines of game engine logic to 50 lines of constants & adrenaline logic) I've been considering writing up a bit of documentation. I intend to port some of these changes to oetg-v, so it'd be relevant for those interested in contributing to Cygnia
Question is: who's interested in programming? What kind of documentation would encourage you to contribute to Cygnia? No point sitting down to write notes down a drain
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If you mean documentation on the whole project, I'd like to read that.
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I have made a Kongregate release. (http://www.kongregate.com/games/kaekaze/openetg) openEtG isn't as grindy as original so I'm not inclined to implement binding accounts; on kong you'll be automatically logged into Kong:username (or sandbox if not logged in)
andretimpa's having issues loading it; if anyone else has issues do tell. Fippe was having some connection chunking issues
Have made Kong version private for time being, at Fippe's & others' request
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So now you're going to start making money of that completely innocent fanfict? So I was wrong all along, you're not just doing this for your own benefit?
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The intention is to forward all proceits to antiaverage for hosting
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Sent this in an email to Zanz, will update if/when he responds.
Dear Zanzarino,
A group of Elements the Game fans have created their own web-based game currently nicknamed oEtG. It is a card game with inspiration from Elements the Game. While great care has been taken to source original art, design original cards, and provide a unique experience, it is still clear that Elements the Game was a basis for the creation of oEtG. To that end, we think it is important to let you know about the work and our intentions to share it with players on Kongregate.
As long-standing and loyal fans of Elements the Game, we think it is important to do right by you and seek your blessing in moving forward on this project. Our plan is to use Kongregate as a platform to share our work and receive funding to put towards hosting costs for the Elements the Game forums. Please take a look at oEtG http://etg.dek.im and let us know if our plan is agreeable to you. We also share the code at https://github.com/serprex/openEtG and intend to keep the source open.
We are forever thankful for your hard work on Elements the Game and owe you a great debt for your strong inspiration. Thank you for your consideration as we work on our own project. We are all die-hard Elements the Game players and hope we can collaborate going forward.
Warm Regards,
The Elements Community
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I don't feel like that email accurately represents the situation at all. Reasoning will be provided when I'm cooled off, I intend to be constructive despite my strong feelings.
First of all, Calindu summarized it well in chat: [2016-01-06 16:37:44] ‹Calindu› I feel like that e-mail is trying to speak from everyone's point of view, while it's not the same for everyone
A group of Elements the Game fans have created their own web-based game currently nicknamed oEtG. It is a card game with inspiration from Elements the Game. While great care has been taken to source original art, design original cards, and provide a unique experience, it is still clear that Elements the Game was a basis for the creation of oEtG.
All that's stated here is facts, I'm only including it for the sake of completeness, so I'll move on otherwise.
To that end, we think it is important to let you know about the work and our intentions to share it with players on Kongregate.
As long-standing and loyal fans of Elements the Game, we think it is important to do right by you and seek your blessing in moving forward on this project. Our plan is to use Kongregate as a platform to share our work and receive funding to put towards hosting costs for the Elements the Game forums. Please take a look at oEtG http://etg.dek.im and let us know if our plan is agreeable to you. We also share the code at https://github.com/serprex/openEtG and intend to keep the source open.
Starting here, as the bulk of notable content is here. The use of we suggests a group. As the letter is signed from the Elements Community as a whole, that is the group in question, but the opinions here are not those of the community as a whole, as there was no community input involved. In fact, as this letter was written by oETG developers in conjunction with admins, it's at the very least misleading to Zanz, if not slightly biased.
I completely agree that Zanz's approval is important. However, this approval should have been obtained before these actions were taken. According to antiaverage, Zanz had acknowledged the game and implied it's existence was okay, but that existence was in the form it was at the time. The game being ported to Kongregate, where it can be monetized and can possibly split the playerbase, is a different story, and there's no guarantee that Zanz would give the same answer. This plan should have been presented to Zanz and not gone into effect without his permission.
Furthermore, the community's expectation was also that oETG was not to expand beyond its current boundaries, as the developers made statements on their self-imposed restrictions on the matter multiple times. oETG has been in a gray area, with no permission but also no rejection, so these restrictions were necessary, but now the developers have crossed outside of the boundaries that were understood between them and the community.
Money is also an issue, as there is no guarantee that money gained from Kong will go to Zanz, or to these forums. While I personally wouldn't expect malice, this in particular would have warranted explicit permission by itself, with completely transparency afterwards.
We are forever thankful for your hard work on Elements the Game and owe you a great debt for your strong inspiration. Thank you for your consideration as we work on our own project. We are all die-hard Elements the Game players and hope we can collaborate going forward.
Warm Regards,
The Elements Community
This is mostly a standard closing statement, but Zanz should have been given much more than consideration. Again, this plan to host oETG on Kongregate should have been presented to him first, and only moved forward with his permission. Additionally, as stated above, signing it from the Community when it is not is both misleading to Zanz and disrespectful to the Community at large. This letter, written as it is, should have been signed as by the writers alone.
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This letter in NO WAY represents the community and IMO is worse than the first letter sent... I personally would like to see it retracted as it does NOT convey the opinions of those who feel strongly against oEtG.
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Hmm.
I've restrained myself to comment on any aspect of oEtG so far, mostly because of the clear division of opinions among the community. I'm in no way professional in legal matters (wish I were.. damn!). but apart from that and my personal opinion on the matter, let me ask you this:
If you had the energy, and the resources to create a project such as this - which is no matter how you look at it, a spinoff of a game already existing -, why didn't you try to make a purely standalone and genuine game in the first place? If your intent was to keep EtG, or its forums alive with this action you took, you could've put up a simple PONG game on Kong even, and expect the same result or outcome. Now, this may be a harsh example, but think about it. This game is dead currently, or maybe just slowly dying, but putting up an alternative for it may encourage some players to spend more time off the original to explore, or even to get fond of some of the extended possibilities in it.
That said, my thoughts may be powerless here, considering I have minimal experience or interest with oEtG, and for every passing day, I feel less and less urge to load up the original even.
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@Tiko Hard to answer your questions, they come off as unclear & semi-observant. Likely a result of the questions being a side effect of the meditation. The only issue I think that exists here is that you're assuming there's been much intent behind the evolution of oetg. I think this is something most people don't realize, which results in accusations of me being some schemeful entity. The fact is that in the past I have argued that I didn't want to post oetg to other games sites (though I did post it to 64digits.com as I use to post games there in the past & figured it was a way to say hello)
At some point anti asked if I'd be opposed to him posting oetg to kong. I personally didn't have any argument against doing so. A few days ago I decided to look into what would be involved in posting to kong. Turns out it's pretty straightforward. (https://github.com/serprex/openEtG/commit/c85ee745480186345dff6c7062a5391d2c78d228) So having implemented kong integration by process of investigation, I published
I put oetg at the mercy of Zanz not for any intellectual property reasons, so much as I respect his opinion of the project. Anyone else who wants to start a theological discussion of someone else's opinion is outside of my concern. Their words are wasted on me
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@Tiko Hard to answer your questions, they come off as unclear & semi-observant. Likely a result of the questions being a side effect of the meditation. The only issue I think that exists here is that you're assuming there's been much intent behind the evolution of oetg. I think this is something most people don't realize, which results in accusations of me being some schemeful entity. The fact is that in the past I have argued that I didn't want to post oetg to other games sites (though I did post it to 64digits.com as I use to post games there in the past & figured it was a way to say hello)
At some point anti asked if I'd be opposed to him posting oetg to kong. I personally didn't have any argument against doing so. A few days ago I decided to look into what would be involved in posting to kong. Turns out it's pretty straightforward. (https://github.com/serprex/openEtG/commit/c85ee745480186345dff6c7062a5391d2c78d228) So having implemented kong integration by process of investigation, I published
I put oetg at the mercy of Zanz not for any intellectual property reasons, so much as I respect his opinion of the project. Anyone else who wants to start a theological discussion of someone else's opinion is outside of my concern. Their words are wasted on me
Funny how everyone questionning your actions is unclear and semi-observant.
Words of logic or philosophy are indeed wasted on you, as you seem to have neither morals nor respect for anyone outside yourself.
Also just reminding you again that all the Kongregate Elements moderators are working against the fact that you could post this unauthorized spin-off to Kongregate.
What surprises me is that you haven't been banned from this place yet.
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I'm not sure how this could be allowed. It has many identical cards and an almost identical game-play mechanic. As it was before release, it was a fan fic and not widely available, and crucially was non-profit.
I can't find it on kong so I imagine it's been taken down pending response from Zanz. If this is the case I have no problem waiting for a response and acting accordingly (even if the e-mail is a bit heavy handed.)
Ultimately there is little point in the community theorising or arguing about it, so long as the final decision is Zanz's.
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I'm not sure how this could be allowed. It has many identical cards and an almost identical game-play mechanic. As it was before release, it was a fan fic and not widely available, and crucially was non-profit.
I can't find it on kong so I imagine it's been taken down pending response from Zanz. If this is the case I have no problem waiting for a response and acting accordingly (even if the e-mail is a bit heavy handed.)
Ultimately there is little point in the community theorising or arguing about it, so long as the final decision is Zanz's.
It wasn't allowed, just as the rest of this farce, it was done without any authorisation.
Just don't question the ones doing it, this would be biased and unfair, unclear, and probably semi-observant.
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No, there was nothing personal in what I said. Call it a train-of-thought.
I understand that you make this only for self-improvement. And for my personal opinion about oEtG: I appreciate the effort in it. I also appreciate your legal attitude about the matter. I'm just simply not interested. I'm backward like that. Even if I don't play much anymore with Elements, I still do sometimes. And it'd be a shame to see it wither off even a bit earlier because of something like this.
As for signing that letter in my name with many others', that I don't appreciate - but then again, I'm only a ghost here. Just do whatever you want.
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While "act first ask for forgiveness later" is a disrespectful policy when it comes to using someone else's art, it is a step up from "presuming permission unless proven wrong".
For of all sad words of tongue or pen,
The saddest are these: "It might have been!"
-John Greenleaf Whittier
If only if only you created a new game that learned from its predecessors(like EtG did), then ... well, it might have been different.
But my words have no weight because they have not changed since I uttered them last.
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yeah... ask is not offense, let's wait the reply of Zanzarino, is the best thing to do now
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Hi again. So based on the last 10 or 15 posts here I wanted to chime in.
1.) Gameplay can not be copyrighted or patented.
2.) Names can be trademarked, (Blackhole would never hold up in court. Shard of Patience could be but isn't trade marked. Only trademarks are Elements the Game, and the Zanzorino Design)
3.) Code can be copyrighted. (oEtG was coded from scratch in a completely different language)
4.) Art and graphics can be copyrighted (The only art that is copied is the free domain art done be individuals such as VRT)
5.) A specific process can be patented. (There is no specific process to EtG)
So again, I will stress that there are no legal issues here with oEtG.
Now rather the moderators want to support this version or not is up to the forum runners. This thread could be shutdown at any time. That's a different story.
Also remember what this was about. It was about doing what the community wanted, the community a year or more ago was demanding EtG with more cards, a meta that wasn't stale. This was a communities' decision and heart at the time. serpex may do the most here, but remember tons of people test, played, coded, designed, and made art for this. Although a community does change over time, and gains and loses active members, in one respect signing it 'The' community is not too far off. Writing such a letter is not even technically necessary the fact that serpex and such continue to operate as if Zanz even has a say is very generous of them. Remember that, generous of them, they have no reason to 'need' to communicate to Zanz or 'ask' him anything. They do so out of respect. I think anyone who feels counter to this, needs to really check themselves to the reality of the situation.
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Whether you agree or disagree with my post, it is valuable to understand the other side.
Hi again. So based on the last 10 or 15 posts here I wanted to chime in.
1.) Gameplay can not be copyrighted or patented.
I made a new game: It is like Pokemon except it is made with independantly created cards/art, is called NeoPokemon, and has a bunch of new monsters in addition to all the monsters from Pokemon.
Those that take issue with copy-pasting EtG content under new management are not objecting on the basis of what is/is not legal. oEtG is taking someone else's work (the content of EtG as it is distinct from the code to implement said content) and adding more content. The direct lifting of the work (again, speaking content not code) is one of the most common points of contention. Merely copying the gameplay without copying the content would have received a rare comment or two about "unoriginal" but would not have had as much pushback as oEtG receives.
The sad thing is, back when oEtG started there were more than enough active members in the CIA that lifting the content of EtG was unnecessary.
So yes, it is understood that the gestures of respect offered are made out of respect. The disagreement is about how much respect was owed vs how much was offered (and whether there is a deficit or a surplus).
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I think Oetg should become a tool, like "card Idea", however to banlance cards based in comunity feedbacks and cards.
well we have some two relevant facts here...
1 ETG is pratically abandoned, in pvp 1 or 2 I can't see players
2 Oetg don't is illegal, unless Zanzarino say the opposite. especially since it emerged in the community and not in a different forum.
3 Oetg is not any threat to ETG, this just a comunity fan game.
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So... just to confirm, oetg is dead and Cygnia is somewhat of a new attempt to have an actively developed ETG, right?
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So... just to confirm, oetg is dead and Cygnia is somewhat of a new attempt to have an actively developed ETG, right?
in cygnia there are simply new cards made, approved and voted by the community; cygnia and oetg never want to be the new elements, never want to replace elements
elements is still, and will always be, the only real game
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Not really. OEtG development is mostly dead, true, but serprex still pushes some fixes and minor stuff every few days.
Cygnia is less of a game and more like a "trainer tool", since there is no account system or anything. And Cygnia is possibly more dead, not sure how many plays it at all. I do see a few players in oetg chat sometimes though.
Cygnia was never meant to "replace" oetg or anything, they are different games/tools with different purposes really.
EDIT: and yeah as Manual said, neither of the two was meant to replace EtG.
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elements is still, and will always be, the only real game
deservedly so, and it sounds perfect in theory, but in practice, I've seen many great things die out fast when they're closed-source and the lead (or only) dev becomes too busy to maintain the stuff. Basically, I'm just concerned about the general future of ETG since I just discovered it and it appears to be "terminally ill", for lack of a better term.
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Well it's been that way for over 2 years and we're still all here
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elements is still, and will always be, the only real game
deservedly so, and it sounds perfect in theory, but in practice, I've seen many great things die out fast when they're closed-source and the lead (or only) dev becomes too busy to maintain the stuff. Basically, I'm just concerned about the general future of ETG since I just discovered it and it appears to be "terminally ill", for lack of a better term.
u simply need to look the forum more in depth, for see how much activities we (they) made:weekly tournaments, forum games, competitions; the chat is active 24h/24
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Basically, I'm just concerned about the general future of ETG since I just discovered it and it appears to be "terminally ill", for lack of a better term.
To elaborate on Manuel and jcj's posts:
The game itself is currently not actively developed, and hasn't been for over two years. The only life we've seen is the developer fixing a few major issues - the game itself appears to have less player traffic with every passing month, though still enough to function, judging by Arena.
Where the game still thrives is through the forums. Many different activities, both competition PvP and non-PvP events, are still active and functioning, some at levels near the golden age of the game. While these too have slowed down a little, they show no real signs of dying any time soon, as long as the game is maintained at a base level, which so far it has been.
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about the player traffic: there are 4 arenas, every arena has a leaderboard with 500 decks: there are at least 2000 players that still plays this game (1500 removing double accounts?), which is a lot for a game that doesn't have a mobile version.
about the developer: being inactive is different from being disapperead.
last september the elements' database crashed, and the game was dead; if the developer didn't care about the his game, he simply let the game die without restoring the database. after some hours, he restored everything and even some accounts manually
http://elementscommunity.org/forum/confirmed-bugs/cannot-log-in-to-elements/
http://elementscommunity.org/forum/confirmed-bugs/cardsscore-missing/
u should give a try to this community and to this game, i did the same in january 2016, after playing this game casually from 2011
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Flash is EoL. antiaverage agrees that openEtG needs to be the future
Currently have an #openetg (https://discordapp.com/channels/128688142097186816/345966174258855937) board on discord, am reworking views to be written in preact (https://github.com/serprex/openEtG/pull/36). This should facillitate design improvements antiaverage would like to see
I do not personally intend to execute the redesign, only act as a resource (& I guess I'm doing this preact port but that's because I'm doing off-hours PD for my job)
Created a google doc to try flesh out requirements (https://docs.google.com/document/d/1tqn55X0FK0Ycd_X3CD7Akz9BZewPojhfJOJ-IwQn2OI/edit)
Making this post because as per usual my interest is full disclosure
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An update on the development of openEtG
Dear Friends,
As many of you are aware, OEtG has resumed active development.
With the looming death of Flash, Original EtG's days are numbered. We want there to be a place where Elements can continue to expand and grow. Based on this, there have been a number of changes to the project staff and the project itself.
openEtG is no longer being considered an experiment and a side project. It is now our intention to build a game that welcomes its players with open arms, and that will grow into a thriving, active community that will one day, we hope, be able to be compared to the great community that surrounded and still surrounds Original EtG.
This means, going forward, there will be a greater focus on making the game accessible, usable, and beautiful. We recognize that OEtG's current form is "rough around the edges", and the user interface and experience need a lot of work. In the coming months, we hope to change that for the better.
Spex, who many of you will know as Antiaverage, has joined the dev team. In addition to the invaluable experience from many years of amazing service as elementscommunity's admin, Spex will be leading the UI/UX redesign. We are all looking forward to seeing what fabulous improvements he can make to the game to make it look and feel smoother. Spex will also be working with Sovereign. Sovereign is our recently-arrived sound designer, who plans to add music and sound effects throughout the game.
Serprex resumed actively working on the project quite some time ago, and has already made a large number of backend changes in support of this next phase of OEtG's life, as well as quite a few in-game changes. For example, take a look at the "decks" button in the deck editor for in-game support of infinite deck storage.
I am resuming my role as forum admin for the time being, and have also joined the team to focus on card balance and in-game improvements. Due to this, going forward, balance changes and other in-game changes will be decided jointly between Serprex and myself. We hope this will bring a sense of stability to the in-game meta.
Lastly, Fippe94 has left the team to focus on his own project, Fragments (https://fragmentscardgame.com). We hope he will continue to visit us while he works on his game, and we hope you will take a look at Fragments in addition to OEtG.
Due to these substantial changes, we are considering OEtG to be back to an "alpha" stage of development. Changes will happen frequently, instead of monthly releases, while we are figuring things out. We will attempt to keep in-game changes from occurring too frequently and from interfering with ongoing pvp events, but expect a lot of things to change frequently and without warning. Once the new UI is fully in place, we will consider the game to have gotten back to a "beta" stage and we will resume scheduled patches.
Even though we're in alpha, though, there's no need to wait. The game itself is amazing, and we're here to help you past the rough patches while we work on smoothing them out. If there's anything you're having trouble with, just find us in Discord (https://discordapp.com/invite/qAmfB8T) or post on the forum (https://etg.dek.im/forum).
If you can help, we would love your help. Let us know what you can do. If you aren't sure how to help, the biggest thing you can do is be a part of the community. Test the game, let us know what needs looked at. Help us grow the community. We need more eyes on the project to find all the issues. We need to get the PvP scene active again so we can fine-tune the balance. We need people designing new cards and testing old ones. We need you and we need your friends. Please help us.
We are all very happy to see this project moving forward, and we hope you are too. If the game is too rough for you right now, we understand and we hope you'll come check it out once we've been able to smooth things out a bit more. But we hope you'll give us a chance. We have something wonderful here.
Have fun!
cg, Serprex, and Spex
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This means, going forward, there will be a greater focus on making the game accessible, usable, and beautiful. We recognize that OEtG's current form is "rough around the edges", and the user interface and experience need a lot of work. In the coming months, we hope to change that for the better.
Will all of these improvements also be applied to oETG-v?
Will there be transparency and free dialogue between the development team and the community about the planned direction of the game, especially (but not exclusively) where balance and meta are concerned?
In the long-term, will an emphasis be placed on thematic integrity? That is, ensuring every element has a defined set of design objectives, cards are designed so all of their components fit together, and names and artwork feel like they belong in the environment of the game?
Will the development team eventually being willing to commission professional artists, writers, or the like?
EDIT: Additionally, does the development team still intend for oETG to be entirely non-profit?
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I'm glad to see that this project is still going. I saw yesterday that oETG is uploaded to Kongregate and created a new account there. There I noticed the following thing:
When I played an Owl, I noticed that the AI had Immolations and Sparks in his hand but didn't play anything. It's a weird behavior.
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Will all of these improvements also be applied to oETG-v?
Outside my area of knowledge, but I believe that's likely
Will there be transparency and free dialogue between the development team and the community about the planned direction of the game, especially (but not exclusively) where balance and meta are concerned?
Yup. Currently occurs in discord, ingame chat, and on forum. The next oetg event has an additional prize added for providing a writeup on pvp balance and meta, as a way of actively soliciting more input than we already get, which is something I plan to continue for a little while. We've internally discussed "request for comment" systems to actively obtain input on larger areas of game direction. There's a thread up right now soliciting comments about overall game speed, for example.
In the long-term, will an emphasis be placed on thematic integrity? That is, ensuring every element has a defined set of design objectives, cards are designed so all of their components fit together, and names and artwork feel like they belong in the environment of the game?
Subjective, so I can't say if it'll be that way for you. It's that way for me right now. We want development and design to be done by as many community members as are willing to help, which can cause less apparent cohesion than with a single designer. I find that to be a part of the beauty of the game. In-game mechanics are addressed at a holistic level to make sure new cards/features and balance changes work together with the rest of the game. We are also adding alternate art options sometime soon, so there will be something of an ability to pick your own artistic themes if you'd like.
Will the development team eventually being willing to commission professional artists, writers, or the like?
Can't say for sure, but currently unlikely, as it is an entirely volunteer project at the moment with no income streams.
EDIT: Additionally, does the development team still intend for oETG to be entirely non-profit?
I personally have no intention for that to change at any point in the foreseeable future, and I have not heard any indications from anyone else that they would want that to change. Speaking hypothetically, about the farthest I could see things going at some point in the far future would be to have some way to donate in exchange for only cosmetic rewards to offset server costs. But I am not aware of any plans to that effect anywhere on the horizon. It is currently entirely free and entirely volunteer-operated and is going to stay that way for a while.
When I played an Owl, I noticed that the AI had Immolations and Sparks in his hand but didn't play anything. It's a weird behavior.
It might just not have needed the quanta so didn't see any benefit to playing it. Regardless, I posted it to the AI problems thread. Thanks for the report!
I'm glad to see some interest. I hope you'll keep giving us a look as we're moving forward.
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On the Kongregate version, the biggest problem right now is that card text goes out of bounds. I do not even know what some cards do (52 Pickup), because only the first few words are visible in each cardtext row (and only the top 2 rows).
The following card dimensions seem to be unequal across cards that have equal card height and card width: cardtext_field height, cardtext_field width, cardtext_row height, cardtext size, card_art height, and card_art width.
There is also the problem if you hover over a card during the game, it is not stopped by the game boundary and it can go off the far left or far right edges of the playing screen.
I also have a minor problem, that some cards have very dark card art, which I can not recognize because of the lack of distinction (and names don't help much either). I suggest making all card arts clearly different from each other, even when looking at them at a distance.
I also noticed that recently the Bazaar and few other buttons were removed from the Kongregate version. When doing such things, I would prefer seeing a Kongregate comment about the changes.
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The card text issue is not a kong issue, but rather a browser issue I think. For me on Chrome the Kong version looks fine.
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To the best of my knowledge, the rendering problem is a problem only on chrome and not on firefox, and is affected by your zoom level a great deal. There are zoom levels on chrome where it doesn't appear, but it doesn't appear at any zoom level I've seen on firefox. It's a known bug.
The kong version is identical to the main version. Bazaar doesn't exist on either version. It will be replaced by asynchronous trading (basically player-to-player auction house) in the near future.
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the rendering problem is a problem only on chrome and not on firefox, and is affected by your zoom level a great deal.
That is it. Resetting the zoom level fixed the issue. Though if it can be solved, it would be better if it worked with any zoom, because I regularly use Chrome zoomed out.
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I'm glad that solved it for you. And, yeah, this is in my opinion probably the single most critical bug that is currently unfixed. It's fortunately pretty easy to work around in the mean time. If just loading up firefox is an option, it works at all zoom levels on firefox. I realize that is a pretty poor solution, but it's available while the chrome issues are still around.
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I have a suggestion about giving an explanatory text to the new Quest-page design. For example: "This is the Quest homepage. Here you can find main quests on the left side. Sidequests may branch off a main quest once it is selected." A similar explanatory text would be appreciated for the new Bazaar system.
Secondly, it would be visually more satisfying if the current Quest-page had a visible table with column titles (Main Quest, First Subquest), and maybe additional design (column separators could be pillars with vines).
Then I have the following image to show:
(https://i.imgur.com/FyH1pLO.png)
Both me and my opponent lost at the same time (PU+Ricochet on damaged Doll), which should technically not be possible. Elements has the advantage that during an AoE effect like Pandemonium, the player can see what effects happen in which order, and if one of those effects ends the game, the rest of the effects don't happen. Here I would have preferred seeing the order of Parallel Ricochets happening, because then we would have a definite winner. I have the same preference for Pandemonium.
Another suggestion that ties in with the previous one is to have an option (Toggle on/off) to make the AI play his cards slowly. This would allow better understanding of what the opponent did and in what order.
Weird behaviors:
- Epoch can silence a player with Sanctuary.
- If used by an AI, Psyche Metal can make an Otyugh devour itself.
- Tesseract Space Whales are only frozen for 1 turn.
- If a Whim uses its ability when there is only 1 :air left, nothing happens and the last quantum is consumed.
Minor suggestions:
- Number of cards in deck made very visible when under 10 cards (or less if a slower pace becomes unlockable).
- Player hitbox made bigger (for example, target of Black Hole). Maybe as big as half of the playing screen.
- Summoning cost shown on card-name-sprites in Shop, Upgrade, and Bazaar.
- Show expected damage on creatures with Gravity Pull+Poison.
More things might come later.
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I suggest you make this post on the oetg forum (https://etg.dek.im/forum/), over there they are more likely to be seen by serp/cg/others.
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I have a suggestion about giving an explanatory text to the new Quest-page design. For example: "This is the Quest homepage. Here you can find main quests on the left side. Sidequests may branch off a main quest once it is selected." A similar explanatory text would be appreciated for the new Bazaar system.
Secondly, it would be visually more satisfying if the current Quest-page had a visible table with column titles (Main Quest, First Subquest), and maybe additional design (column separators could be pillars with vines).
Quest UI is not a high priority, but yes these things would be good. Explanatory text at least should be added, I should make a backlog that helps prioritize when I can allocate time. Would also serve to help others take on work
Then I have the following image to show:
--snip--
Both me and my opponent lost at the same time (PU+Ricochet on damaged Doll), which should technically not be possible. Elements has the advantage that during an AoE effect like Pandemonium, the player can see what effects happen in which order, and if one of those effects ends the game, the rest of the effects don't happen. Here I would have preferred seeing the order of Parallel Ricochets happening, because then we would have a definite winner. I have the same preference for Pandemonium.
Recent changes are moving towards making this possible. The effects system has been revamped, but I still need to implement more to show what it's enabled. Card movement at least has made some things more clear
Another suggestion that ties in with the previous one is to have an option (Toggle on/off) to make the AI play his cards slowly. This would allow better understanding of what the opponent did and in what order.
Besides when someone is first starting, this is usually a post-hoc desire. So I'd rather not clutter UI with anything less efficient than being able to review past events. I have added hovering on the foeplays bar at the top rendering a line from source to target. Still need the line to be an arrow etc, but it's there
Weird behaviors:
- Epoch can silence a player with Sanctuary. Yes, because it's on their turn, so they aren't sanctified
- If used by an AI, Psyche Metal can make an Otyugh devour itself. This is a bug, fixed
- Tesseract Space Whales are only frozen for 1 turn. Freeze working as intended. Maybe Freeze should be max(old, new) rather than overwriting with new
- If a Whim uses its ability when there is only 1 :air left, nothing happens and the last quantum is consumed. This doesn't sound right, so not sure what you were seeing here. Probably you had no pillars left in your deck
Minor suggestions:
- Number of cards in deck made very visible when under 10 cards (or less if a slower pace becomes unlockable). Eventually I'd like to render a deck, if only to animate card draw better. Not sure what to do, maybe font color, it's even worse now since I believe the Last Card popup isn't working right after the recent effects revamp
- Player hitbox made bigger (for example, target of Black Hole). Maybe as big as half of the playing screen. This wouldn't make sense for cards like Lightning. Don't see why clicking player should be any more difficult than clicking creatures. Player targeting even has W/S keyboard shortcuts
- Summoning cost shown on card-name-sprites in Shop, Upgrade, and Bazaar. Cost is rendered
- Show expected damage on creatures with Gravity Pull+Poison. Maybe on the hoverover. Would also want to predict stuff like damage from Fire Shield, acceleration, etc. This isn't too hard to do with recent change towards moving damage prediction state to view & giving instances ids. Will consider
More things might come later.
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ColorlessGreen wrote up an introduction to openEtG catered to players of the original (https://etg.dek.im/forum/index.php?topic=985): https://etg.dek.im/forum/index.php?topic=985
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I'm noticing small things can be fixed. I will one by one list them as I find them.
First of all, Gravity Pull's art covers the health of creatures, which is especially annoying when casted on SoFo. Card stats should be written above the layer of Gravity Pull's art.
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Second note: It is still a source of confusion that the players do not see things happen as in Elements. I'm just ending my turn, when suddenly a creature disappears and the turn ends. Then I'm theatrically asking whAAAaat haaAAppenneeeD? Sure, I check the history and I see that CC was used, but it is an annoyance that you cannot know without checking the history whether your creature was reversed or killed, or how it was killed. If multiple things happen during a turn, it's even worse.
In contrast, in Elements, every effect has an animation and a sound effect, and - probably the most important part - enough time for the player to process each individual effect. Compare that to a turn in oETG when a bunch of CC happens, not to mention all the other crazy stuff that can happen (Ricochet, Tornado, etc).
You can question why this is important. The answer is, new players get overwhelmed fairly easily. Even to me, there are a lot of unknown cards right now, so for anyone who will stumble upon oETG next year without ever playing Elements, I don't see them staying long.
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Second note: It is still a source of confusion that the players do not see things happen as in Elements. I'm just ending my turn, when suddenly a creature disappears and the turn ends. Then I'm theatrically asking whAAAaat haaAAppenneeeD? Sure, I check the history and I see that CC was used, but it is an annoyance that you cannot know without checking the history whether your creature was reversed or killed, or how it was killed. If multiple things happen during a turn, it's even worse.
In contrast, in Elements, every effect has an animation and a sound effect, and - probably the most important part - enough time for the player to process each individual effect. Compare that to a turn in oETG when a bunch of CC happens, not to mention all the other crazy stuff that can happen (Ricochet, Tornado, etc).
You can question why this is important. The answer is, new players get overwhelmed fairly easily. Even to me, there are a lot of unknown cards right now, so for anyone who will stumble upon oETG next year without ever playing Elements, I don't see them staying long.
This is currently being worked on.
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I'm noticing small things can be fixed. I will one by one list them as I find them.
First of all, Gravity Pull's art covers the health of creatures, which is especially annoying when casted on SoFo. Card stats should be written above the layer of Gravity Pull's art.
Done
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Active development does make a difference. :) I will be on the lookout for further issues.
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So I've pushed a Legacy mode. Still very WIP. But after logging in there's a button 'Legacy' which prompts you to pick an element
You'll have the same starter from original. You'll be presented with AI2/AI3/AI4/FG/Editor buttons. Right now you can go into debt, you can't upgrade cards with electrum, I haven't added PvP
There's still plenty of bugs, feel free to report them to https://etg.dek.im/forum/index.php?topic=992
Implementation detail is that this iteration of oetg-v is implemented as a card set which mostly runs on top of oetg's engine (had to split out the end turn attack phase logic, but that's a very small bit of code)
I have deviated from original by making pillars free. As a result pillars are never in spins, except upped pillars aren't excluded so much & so AI4 will drop more upped pillars
Might implement Arena or something to make shards available, or add an AI5 which is like AI4 but uses all the cards, including upped pends. But an upgrade menu would also make it possible to upgrade pends
Also no Oracle right now so you can't get nymphs. This'll be the part of the game that I'd import marks/nymphs into
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My suggestions for names for AI2/3:
Twin
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4t3 4vc 4vc 4vc 4vd 4ve 4vg 4vi 4vi 5bs 5bs 5bs 5bu 5c0 5c0 5c1 5c2 61o 61o 61o 61o 61o 61o 61p 61p 61p 61q 61q 61q 61q 61r 61r 61r 61r 61s 61s 61t 8pu
Bird
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4sa 4t3 55k 55k 55k 55l 55m 55n 55n 55q 55q 5oc 5oc 5oc 5oc 5oc 5oc 5od 5od 5od 5oe 5oe 5of 5og 5oh 5oh 5oh 5oh 61o 61o 61o 61p 61p 61q 61q 61r 61t 8pr
Veil
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4sa 4t3 5i4 5i4 5i4 5i6 5i7 5i8 5ia 5l8 5l8 5l8 5l9 5lb 5lc 5le 5lf 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5um 5um 5um 5um 5un 5un 5un 5uo 5up 5up 5up 5uq 5uq 8pt
Skeleton
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4sa 4t3 4vc 4vc 4vc 4ve 4ve 4vi 4vi 4vj 52g 52g 52g 52g 52g 52g 52h 52j 52j 52j 52k 52l 52m 52m 52m 52n 52o 52o 52o 55k 55k 55k 55m 55n 55n 55q 55q 8pk
Golem
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4sa 4t4 58o 58o 58o 58o 58o 58o 58p 58p 58p 58q 58q 58q 58r 58s 58t 58t 58t 5i4 5i4 5i4 5i6 5i6 5i7 5i8 5ia 5l9 5l9 61o 61o 61o 61p 61p 61q 61r 61t 8pm
Rand
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4sa 4sa 4t3 4vc 4vc 4vc 4vc 4vc 4vc 4vd 4ve 4ve 4ve 4vf 4vg 4vh 4vi 4vi 4vi 4vj 4vj 5f0 5f0 5f0 5f1 5f1 5f4 5f6 5f6 5rg 5rg 5rg 5rh 5rh 5rh 5ri 5ri 8pj
Flame
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4sa 4t3 5f0 5f0 5f0 5f0 5f0 5f0 5f1 5f1 5f1 5f2 5f3 5f3 5f4 5f4 5f4 5f4 5f5 5f6 5f6 5f6 5i4 5i4 5i4 5i5 5i6 5i6 5i7 5uk 5uk 5uk 5um 5um 5un 5up 5uq 8po
Merc
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4sa 4t4 55k 55k 55k 55k 55k 55k 55l 55l 55m 55m 55n 55n 55n 55o 55p 55q 55q 55q 58o 58o 58o 58p 58p 58q 58q 58t 5l8 5l8 5l8 5lc 5lc 5le 5le 5lf 5lf 8pl
Live
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4sa 4t3 55k 55k 55k 55l 55m 55n 55q 55q 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bu 5bu 5bv 5bv 5c0 5c0 5c1 5c1 5c2 5c2 5c3 5oc 5oc 5oc 5od 5od 5oe 5oe 5oh 5oh 8pn
Shine
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4sa 4t3 58o 58o 58o 58p 58p 58q 58t 5l8 5l8 5l8 5l8 5l8 5l8 5l9 5l9 5la 5lb 5lb 5lb 5lc 5lc 5ld 5le 5le 5lf 5lf 5lf 61o 61o 61o 61p 61q 61r 61s 61s 8pq
Rewind
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4sa 4t3 52g 52g 52g 52i 52j 52k 52m 52o 58o 58o 58o 58p 58q 58q 58t 58t 5rg 5rg 5rg 5rg 5rg 5rg 5rh 5rh 5rh 5rh 5ri 5ri 5ri 5ri 5rj 5rk 5rk 5rk 5rl 8ps
Ice
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4sa 4t3 5bs 5bs 5bs 5bu 5bv 5c0 5c0 5c2 5i4 5i4 5i4 5i4 5i4 5i4 5i5 5i5 5i6 5i6 5i6 5i7 5i7 5i7 5i8 5i8 5i8 5i9 5ia 5ia 5rg 5rg 5rg 5rh 5ri 5ri 5rk 8pp
Immaterial
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61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61q 61q 61r 61r 61s 61s 61t 61t 61t 61t 61t 61u 61u 61v 61v 61v 620 620 620 620 623 623 623 623 624 624 8pu
Queen
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5c6 5c6 5c6 5c6 5c6 5c6 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5lk 5lk 5lk 5lk 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oj 5oj 5oj 5oj 5oj 5oj 5ol 5ol 5ol 5on 5on 5on 8pr
Puppeteer
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4vo 4vo 4vo 4vp 4vp 4vp 4vp 4vp 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 5ul 5uo 5up 5uq 5uq 5ur 5us 5us 5uu 5uu 5v0 5v0 5v0 5v0 5v0 5v0 8pt
Re-Dead
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4vc 4vc 4vc 4vc 4vd 4vd 4ve 4vk 4vk 4vk 4vo 4vp 4vq 4vq 4vq 50u 50u 50u 50u 52g 52g 52g 52g 52g 52g 52g 52h 52j 52j 52k 52k 52k 52n 52n 52p 52p 52p 52q 52r 52v 52v 52v 8pk
Sad it has no mummies, otherwise it'd be even better
Basilisk
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55k 55k 55k 55m 55m 55o 55r 55s 55t 55t 55v 561 561 576 576 576 576 576 576 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58r 58u 58v 592 593 593 594 594 594 595 595 595 595 59c 8pm
Lighter
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5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f3 5f3 5f6 5f6 5f6 5f7 5fb 5fb 5fb 5fb 5fb 5fb 5fc 5fc 5fc 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5uo 5up 5up 5up 5v0 5v0 5v0 5v2 8po
Titan
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55l 55m 55m 55m 55m 55n 55n 55o 55o 55p 55q 55q 55q 55r 55r 55r 55s 55s 55t 55t 560 560 560 560 560 61p 61p 61p 61p 8pl
Mutant
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4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4vd 4vf 4vl 4vm 4vm 4vm 4vm 4vo 4vo 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bu 5bu 5bv 5bv 5c0 5c0 5c2 5c4 5c5 5c6 5c7 8pn
Owl's Eye
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5l8 5l8 5l8 5l8 5l8 5l8 5l8 5lb 5lb 5lb 5le 5le 5lf 5lf 5lf 5li 5ll 5ll 5ll 5ll 5oc 5oc 5oc 5oc 5oe 5oe 5oe 5ol 5ol 5oo 5op 5op 5op 5pu 5pu 5pu 5pu 5pu 5pu 8pq
Pharaoh
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561 576 576 576 576 5c2 5c2 5c5 5c5 5c6 5c6 5c6 5de 5de 5de 5de 5de 5de 5rg 5rg 5rg 5rg 5rg 5rj 5rl 5rl 5rl 5rl 5rq 5rq 5rq 5rq 5rs 5rs 5rs 5rs 5t2 5t2 5t2 5t2 5t2 8ps
Bow
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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vd 4vl 52p 52t 55r 55v 590 593 5c5 5c8 5f6 5fa 5ib 5ie 5lb 5lf 5og 5on 5rl 5rl 5rr 5un 5up 61q 621 8ps
Wait
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5lf 5lf 5lf 5lf 5lf 5lf 5lh 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5rh 5rh 5rh 5rj 5rk 5rk 5rk 5rp 5rp 5rp 5rp 5rt 5rt 5rt 5rt 8ps
Engine
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5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f3 5f3 5f6 5f6 5f7 5f8 5f8 5fk 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i8 5i9 5i9 5id 5id 5ii 5ii 5ii 5ii 5ii 8pp
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Account import has been implemented for Legacy mode. It only imports nymphs/marks. I recommend you rotate your credentials when using the import form since it requires your username/password. You can reimport to bring in nymphs/marks you gain after initial import
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started playing this bugged rip off just to trashtalk it better, ign is Manuel666 if someone wants to pvp or just want to insult me in chat
(https://i.imgur.com/fq4AeuJ.png)
made this in less than 48 hours, the only good thing of oetg is being 500% faster than the real elements