#Game Night Series

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strange stratus
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New suggestion Yeow : Perudo or I don't know what it's called in English ...maybe "Call My Bluff" or "Liar's Dice" To be clear, the pirate of the caribbean dice game

honest tinsel
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What do you need to play it?

strange stratus
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5 dices each player

honest tinsel
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So you could just have 5 dices lol

strange stratus
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xD y but how to hide dices for bluff ?

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could be fun using a pz vanilla cup or bowl

short yew
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Perudo a great drinking game Moodle_drunk

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Everyone rolls 5 dice under a cup, and the only information you have is what your rolls are. Everyone else's dice is hidden under their cup

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Could work once the "hand" system is in place

honest tinsel
stuck yoke
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Battleship is coming?

short yew
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Anyone play with POGs in the school yard back in the mid 90s?

strange stratus
cinder tide
short yew
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@honest tinsel I found some much better quality sources for the tarot card images, especially for the Tarot2 deck. They're not blurry anymore and the caption at the bottom is fully readable. One thing, they're the original 200px width if you don't mind. 200px is already at the lower limit the caption being readable, and it's important to be able to read it

Also is there a way to set the default flip state of a card to face up. Makes more sense for prayer cards to be face up by default.

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Updated my github repo with changes

honest tinsel
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I think for tarrot cards having it be slightly larger is ok

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I can add something for flip states

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I would probably only say the edges of the cards could be cleaned up a bit - but I can do that later

short yew
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Awesome, I can even clean up the edges later. Haven't come up with a Photoshop workflow for doing it quickly yet

honest tinsel
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I was just going to drop in a warmish gray outline

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taking it back to a little pixel art-esque

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I was also thinking of ways to make card piles visible so that might help

short yew
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Seeing piles will be really helpful for readability. Would help with the Pogs thing I'm working on too lol

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Had a question: Pogs needs a new type of interaction with a deck, I'm calling it "Slam". Essentially, what it needs to do is randomly flip cards in a deck. So when you "slam" a deck with 6 cards, there is like a 25% chance a card gets flipped. As well the deck breaks apart and the cards are scattered in random direction and distance around the deck. Can this be done as a function in the Implement lua file?

honest tinsel
honest tinsel
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I was also going to make the boxes have a function - where if you drag the pieces from the box it arranges them in the game start scenario

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I need to probably refactor the entire mod in regards to game pieces and cards ๐Ÿ˜…

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just trying to put it off

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alot of things decks can do are inherited from game pieces

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but at some point I added stacking game pieces - but the search function wouldnt work with that like poker chips - and neither would flip

short yew
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It's becoming a full on sub-game within the game ๐Ÿ˜„

honest tinsel
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Yeah, the framework is pretty solid - I spent almost a year on it off and on

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Which makes adding more stuff very easy

short yew
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Did you see the commision message on Occult workshop page?

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Also just noticed it's almost #1 on workshop ๐Ÿ˜

honest tinsel
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I did not ๐Ÿ˜ฎ

honest tinsel
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I think it speaks to the content size / theme

strange stratus
short yew
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Been having trouble understanding how to add the "Slam" action to the context menu ๐Ÿ˜ตโ€๐Ÿ’ซ

honest tinsel
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That'd be something I would need to write probably lol

short yew
# honest tinsel That'd be something I would need to write probably lol

lol guess Iโ€™ll hold off on that for now then. The other aspects of the mod are mostly done, itโ€™s just the slam in menu, and tweaking the distro. For collectible type items, I donโ€™t want them to be found as a complete sets which defeats the purpose of collectibles so I was thinking of adding something that subtracts from the decks when theyโ€™re generated they will all be incomplete in different, random ways; like a function that randomly deletes most entries of the deck items until only a dozen or so are left in the deck. Not sure if thatโ€™s the best way to go about that though

honest tinsel
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For distribution you can't fill the pack beyond it's capacity

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so what you could do is lower the chances to very very small and make multiple rolls

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alternatively if you use something like unseal - you can better control the distribution by not using PZ's distro

short yew
honest tinsel
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No, that I'd need to write I think - making the pz distro work with it wouldn't really fit

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Also game night fell off the top 9

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๐Ÿ˜ฉ

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If you make a pog repo I can help you out on it @short yew

short yew
# honest tinsel Also game night fell off the top 9

It's bound to happen. Every new add-on will give a boost to the older ones. And once the line up is filled out more and more people know about the mod, add-ons should have good legs outside of workshop algorithm

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Invited you to the repo

honest tinsel
short yew
honest tinsel
short yew
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Spiffo can meet Pogman

short yew
honest tinsel
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Oh wait I forgot you invited me lol

short yew
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Yeah, I thought I remembered sending the invite lol

short yew
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So with the Pogs, I modified the rotate from the Tarot so the pieces randomly rotate the full 360 when drawn. Then for the "Slam" action, I was trying to do something like a looped "Deal" action until the deck is empty, sending each card to a random location (should probably make it radiate out from the location of the deck or limit the random within a certain range of the deck). Then after, each slammed Pog has a 25% chance to flip, minus any mood/hunger debuffs. Wasn't able to test this far because I couldn't add to the Context menu, which is where I left it

honest tinsel
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I'll have to sit down with it soon

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Currently working on EHE stuff

short yew
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Cool, whenever you have time

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Itโ€™s been nice going back in time thinking about these old games that were popular back then. Some are still popular, others are basically lost to time

honest tinsel
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You can still test game night stuff, as the spawn in location is safe to play in.

umbral sealBOT
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โœ… Added ugc watcher (#16773) for Game Night to #1154578721924194384.

uneven prairieBOT
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  • Added piece rotation support (drag and scroll).
  • Catan: Remade roads to work with rotation.
  • Remove piece cool-down in SP.
  • Added cool-down setter when picking pieces up.
  • Added new dealCards function.
Tags

Build 41
Framework
Misc
Multiplayer
Pop Culture
Silly/Fun

Type

Item

File Size

18.225 MB

Steam Client Link

steam://url/CommunityFilePage/3058279917

honest tinsel
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Neat

stuck yoke
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yayyy

strange stratus
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@honest tinsel Hello , input idea: would it be possible to run mame32 games with the game night interface? making all the arcade machines usable? Or maybe I'm dreaming too much?care

honest tinsel
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Mama32?

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I looked into Lua Roms

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It exists but it would need a whole new rendering system I imagine for the graphics

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Would be sick to have Pokemon Roms and stuff

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Also wouldn't be part of GameNight at that point lol

short yew
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I've wondered about somehow getting DOSBox to run in PZ (PZ-Dos), but it's probably way too hard to do lol

honest tinsel
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I think this is what I ran into before

short yew
honest tinsel
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Well yeah the UI stuff is possible, its just alot of work lol

keen pollen
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immersion thing, but it would be cool if boredom went down and happiness went up while playing the games ๐Ÿ˜„

honest tinsel
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Bordome should be going down, didn't think to do happiness. ๐Ÿ˜…

keen pollen
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ok yeah it is doing boredom woops

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very hostile start to the game x0r6ztGiggle

meager lantern
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@honest tinsel dudeeee this mod is awesome!!!!! been playing cards with some friends for a while now and were having a blast. we actually made a zombie free server just to play games haha

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i wanted to ask, is there any chance of a magic the gathering plug in coming in the future?? i dont know if theres a way to build your own deck and change around the cards, but maybe a couple of prebuilt decks would be cool!

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opening boosters or finding single cards to add to your collection would be so dope

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i can picture me and my friends looting stores trying to get all the boosters and then playing with our new decks

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also playing gwent using the original cards from the witcher 3 would be so fun!!

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anyways maybe its asking too much, i really now nothing about coding; buttttt im a graphic and 3d designer, so i could take care of all the graphic work! (even if its not for mtg or gwent haha)

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i just really loved the mod and would be happy to help

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๐Ÿ™‚

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also! id love to make minis for dnd and maybe warhammer so if you want me to just let me know!

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oh and i also speak spanish in case you need translations or anything

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thats it haha, thanks for making this mod man! cheers

cinder tide
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if you wanted to go about it on your own, you could probably rip a tabletop simulator mod and get card scans from them for a base
if you don't own TTS, steam cmd u can download workshop items. but not sure if it will work with TTS.

meager lantern
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also, is the deckbuilding idea possible?

short yew
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I have the art for the Alpha Set ready to go into a mod, but there are a few complicated features that are needed to properly do MTG, like deckbuilding and also close-up view of cards because the text is so small, it's not legible at the size the playing cards are

honest tinsel
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:0

short yew
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There's another mod in the works, when that's done, I was planning to look more into MTG

honest tinsel
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I got pulled into EHE testing, but searching a deck is basically deck building

short yew
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The system I was thinking was having different cards pools. Red, White, Green, Black, Blue + their mana. (Maybe even have a rare pool with Black Lotus) Then having a list of all the color combos and the system building decks based on that

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So for a 60 card Boros deck (Red/White), it pulls 10 red mana, 10 white mana, 20 red cards, 20 white cards, all at random from the pools

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That way every deck found in the world would be unique

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And of course players would be able to customize their own decks

honest tinsel
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Ah for deck packs or builder packs

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Yeah that should be doable too

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For the unseal option or when decks are first discovered

meager lantern
meager lantern
meager lantern
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i think ill start with a couple of my own decks to get familiarized with the mod

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ill show you what i come up with later!

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thanks guys, i swear ive been wishing for something like this for ever haha, it actually makes so much sense to go around the world collecting cards and building decks to play against other people

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a couple of my friends who dont even like zomboid actually want to start playing just to do that haha

short yew
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https://ufile.io/4uqgytdg
These are all the cards from the Limited Edition set I put together if you want to play around with it. Wanted to keep it to that version for lore accuracy reasons

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Got scans from Scryfall and organized and cleaned them up

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Thing is the resolution of the cards is the minimum they can be. Any smaller and they can't be read so there needs to be a way for the cards to be scaled down in Game Night, with the option for a close look that shows the full res

honest tinsel
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This can be done

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There's an option for hard overwrite of texture size

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I'll need to test it out

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Can also add deck building features into the base mod

short yew
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Would also be useful for the Pogs add-on

honest tinsel
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To view them in detail?

short yew
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the deck building

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so every set you find in the world is random

honest tinsel
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Well that can already be a thing tbh

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The current way decks are defined just use the names/textures etc

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The way to randomize it would be to simply exclude some names lol

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Like 1 list of all the cards, then you build a list using some RNG

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I know a lot of TCGs have a pool per package

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Some have standard sets

meager lantern
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yesss

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there are also prebuilt decks that are kinda shitty

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so it would be cool to be able to find the prebuilt decks

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and start opening boosters to improve them

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and finding a couple of singles here and there

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and then decks that are not sealed, that were actually made by someone before the apocalypse

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or binders with random cool cards

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just throwing ideas haha

honest tinsel
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All good ideas. There are outlines in the mod files, but I need to make an official guide too.

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Would help get more people involved.

meager lantern
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ill see if i can get a couple of the guys i used to play mtg with involved

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theres a couple of programmers that might want to give us a hand

cinder tide
cinder tide
short yew
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In the Implement lua in Game Night, does the applyItemDetails.addDeck

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happen every time an item is found, or once at start?

honest tinsel
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Once to 'register' the deck

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But applyGameNightToItem is done per item

short yew
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Is there an example of applyGameNightToItem being used?

honest tinsel
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In applyGameNightToInventory

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Which in turn is applied in:

function applyItemDetails.applyToInventory(ISInventoryPage, step)
    if step == "begin" then
        applyItemDetails.applyGameNightToInventory(ISInventoryPage.inventory)
    end
end

function applyItemDetails.applyToFillContainer(contName, contType, container)
    applyItemDetails.applyGameNightToInventory(container, true)
end
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So on the begin step of inventory render

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and when containers are filled

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When items are 'applied' onto it's only ran once, the item is added to a list

short yew
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Took at stab at the MTG deck builder system. Super, super rough. Is this the right direction for something like this? It's supposed to go before applyGameNightToItem

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Wasn't sure how the register work so I combined all the tables into one to register them all

honest tinsel
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The MTG decks so far are starter decks? All identical?

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I was thinking about booster packs, and I think registering them as decks actually doesn't work cause it's a one time thing.

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So I'll probably add a function similar to unsealing boxes.

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I'm sure booster packs have a pool of cards with known % chances. That can still be a list, just not a "deck".

cinder tide
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Alpha boosters had 15 cards
1 land
10 common
3 uncommon
1 rare

honest tinsel
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So we'd just need pools of each

short yew
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Right now I just made randomly generated 60 card decks based on different colour combos. But the recipes could can be adapted for boosters as well

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Not sure how deck compatibly works though so the way I tried to do it, the mod night not consider them to be the same set of cards

honest tinsel
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I think they need to be the same item type iirc

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I had to add that protection cause of issues caused by mixing uno cars and playing cards

meager lantern
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hey guys whats up, ive been playing around with the mod and made spanish playing cards

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i wanted to start with something easy before getting to mtg

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i tried to make a script for the boosters with the help of chatgpt but i couldnt get it to work xd, so i think ill stick to making textures

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if you need any help with that let me know!

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or if you can share some beginner modding tutorials so i can start learning and maybe give you a hand with scripts in the future id be really grateful!

cinder tide
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They look great. Nice job

honest tinsel
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If you have a GitHub repo or workshop

rain summit
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does anyone know on the "game night" mod some of the items say "in use" and cant be moved is there a fix? we don't wanna have to pick up the board mid game

honest tinsel
short yew
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Is there a specific type of image file Game Night needs? Been trying to get the cards to work with the mod but it's failing at addDeck

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I've tried every possible thing I can think of but it's always crashing on start. Even with a single card deck

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๐Ÿ˜ญ

honest tinsel
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The image shouldn't matter

short yew
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Even used the old working playing card one and swapped out only the image and it's still failing

honest tinsel
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Are you working on MTG too?

short yew
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Yeah

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Well trying to but I can't get past step 1

honest tinsel
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Got a repo?

short yew
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I nuked everything several times now

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It's a mess, no repo

honest tinsel
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My guess is the format is off

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I was also thinking about it and it would probably need something specific to make mtg work

short yew
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I just want the cards in so I can play around with it

honest tinsel
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The 'Deck' would need to be the entire card catalogue

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If you make a repo I can take a look

short yew
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I'll get one up. I rage deleted so much lol

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Gonna take a break. I'm too tilted rn lol

honest tinsel
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No worries, these are sort of huge under takings lol

cinder tide
short yew
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Okay I sat back down cleaned it up so the idea comes across better. I included two versions. I think the alt version of the implement lua is better, I went with the current as a desperate attempt to get the cards to generate. Still can't get it to for some reason

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What I have there is most of what's needed to play the game from a purely gameplay perspective. Card scale/zoom is the only other thing

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Don't really know how decks work under the hood so it could be a lot more complicated

short yew
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Worked on it a bit more yesterday. Itโ€™s as good as I can do without actually being able to test it

honest tinsel
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Sorry, got side tracked with other stuff

honest tinsel
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Restructured Pogs mod to workshop folder style

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and updated both mod's IDs (MTG and Pogs) to fit the styling

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weird, I can't find the pogs mod in the list

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fixed

honest tinsel
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There's a few slammer icons missing btw - idk if specific numbers are required/expected

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slammer series1 8, 9, 28 - all the pogs are accounted for

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ah 8 and 9 were under 'metal'

honest tinsel
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Pogs seem ironed out

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I still need to work on the slamming aspect

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also ran into some potential sync issues and resolved them

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gamenight needs to be updated to make pogs work 100%

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Not sure how pogs come distributed - but some sort of pack mechanic needs to be implemented for both pogs and MTG

short yew
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Thanks for cleaning them up!

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Not fully sure how to do slamming yet, like if it's just a right-click context menu option, or if players should also have a slammer in primary/secondary and it also gets randomly placed onto the UI after the slam action

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Is it possible for an add-on to connect directly to applyGameNightToItem and bypass the deck catalogue part to build the items? That was kinda the direction I went with for MTG

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I made seperate tables for the different pools. Combined them to make the catalogue, then have a different system that builds the decks from the seperate tables and sends it directly to applyGameNightToItem

honest tinsel
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I'd need to see it in action - jabnt looked at MTG yet

honest tinsel
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@short yew I'm adding tooltips as part of the trading card game aspect - is there a list of these? ๐Ÿ˜…

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Or do you think that would be overkill(?)

short yew
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Like for the text on the cards?

honest tinsel
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Yeah

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Thinking ahead

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I guess having the larger texture appear as a tooltip works too

short yew
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The text would probably have to be manually typed out for each card, or at best manually copy and pasted. Feels redundant if card zoom becomes a thing

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Adding too much UI on top of games feels like it strays from the character of the games to me

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There's something about the cards being all there is feels more pure to me

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Tool tips that help navigate the UI could be helpful though if future games start adding more unique mechanics specific to each game

honest tinsel
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There's already tooltip stuff for pieces - the monopoly board has them

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Hopefully the zoom is works out lol

short yew
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Yeah, tooltip is always a fallback. I'm willing to manually type or copy paste it all if it comes to that lol

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Would increase the workload by a lot for any future expansion sets others would want to add though

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There's also the issue of symbols in the text

honest tinsel
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Actually I think you can embed those using textures

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but yeah would kill scaling

honest tinsel
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I noticed that there are rare lands, are those also counted as lands for the packs? or do they count as rares in that case?

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Also where do artifacts fit in?

short yew
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For artifacts, I was thinking cutting an amount of normal cards and replacing them with artifacts. So for a mono White deck, have 24 normal white cards, + 12 artifacts

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And proportionally the same for duo decks

honest tinsel
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Do they not come in boosters?

short yew
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They're also in boosters, and I think they can range from common to rare

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But that needs to be defined first

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I half did it

honest tinsel
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Did the alpha set sell static decks?

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Like starter decks

short yew
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There's a starter set you could get which is still random

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So for a 60 card starter set you'd have like 2 rares, 6 uncommon, and the rest commons and lands

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Not sure how the colors were divided in the starter though. Maybe @meager lantern might know

honest tinsel
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I redid the catalogue building to be a bit easier to scale around

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I think for the rarities, it's just a matter of relisting them unfortunately

cinder tide
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I could be wrong, but I am pretty sure there were only dual lands back then

honest tinsel
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artifacts seem to just be rare or uncommon

cinder tide
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un-fuckin real i saw tropical islands in unsorted boxes back in the day

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never realized how much they were worth

honest tinsel
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gd

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I wonder why some are more expensive?

cinder tide
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im assumed it counted as a rare and not at as a land

honest tinsel
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I think so too

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is there a list of artifact rarities?

cinder tide
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or just how many were produced ig

honest tinsel
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found one

honest tinsel
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And to clarify lands are not counted in the common/uncommon pool right?

short yew
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I wonโ€™t be home til later tonight but I can finish the rarity table. Only reason I stopped was I thought there might be a better way

honest tinsel
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No rush

short yew
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Lands are their own pool

honest tinsel
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I applied the artifacts rarities

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All that is missing is I assume the huge pool of uncommon cards?

short yew
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Boosters only have 1 though

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Land

honest tinsel
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Yeah but I'm guessing of the available cards a few are U

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Going with this approach

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These are the internal card IDs in the deck object

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I have the card names in the main table using altNames

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For the booster mechanic I'm thinking it can create a deck object then fill it accordingly

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You have most of it it looks like

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General idea of it

honest tinsel
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If you need help with it lmk

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I suggest making a repo on github if possible

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Going to add the booster logic if possible into base game night

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not sure how that's going to look, may have to stay in MTG - but if trading card games work - that would be rad

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I tried reading out to the MTG mod author previously but they never responded

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this was way back when

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and the pokemon card mod author is probably a no-go

honest tinsel
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Forgot I made the search scale

cinder tide
short yew
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How were you thinking of doing the card zoom? Right click context menu, hot key?

honest tinsel
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Thinking about that

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maybe context menu + if you hover over the card without interacting with it?

short yew
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In tabletop simulator I think itโ€™s a hot key + hover which I found worked well

honest tinsel
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Could use shift for it

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fits in with shift+click

short yew
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Curious what was wrong with my implement lua that made it not work. It was driving me crazy lol

honest tinsel
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There was some stuff towards the bottom missing ends

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half of the file was getting eaten - probably breaking the file itself

short yew
short yew
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Not sure if that would demand a dedicated hotkey, will have to test it

honest tinsel
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I think my future plan to refactor cards into the game piece handler is probably going to have to come sooner

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Initially I wrote cards and pieces totally separately, and now a lot of stuff is overlapped

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Some features for pogs don't make sense cause cards are rigidly set

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And I added stacking game pieces a while ago

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So this stuff should just be merged to make slight changes per game easier

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Eventually it will be done lol

short yew
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Itโ€™s so nostalgic seeing them together. Just like recess in the 90s ๐Ÿฅฒ

cinder tide
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ive wanted to do talisman

honest tinsel
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Maybe I should announce that GIAGIAD

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After the TCG stuff is sorted

meager lantern
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hey guys sorry for the late response! ive been drowning in work for the past week

meager lantern
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nope just checked, its 2 rares, 13 uncommons, 45 commons random colors

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and it only had 10 lands

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so its basically a big booster pack, not a game ready deck

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actually i just found this

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Different print sheets (common, uncommon, rare) were used for each rarity in Alpha. Each of the sheets included different basic lands, but the rare sheet had only five copies of Island. That means the chance of getting a basic land instead of a regular card would be different for each rarity: 4.13% for rares, 21.5% uncommons and 38.84% for commons

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so theres no set number of lands

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i guess adding a few lands to the different rarity lists would be the most accurate way to do it

meager lantern
meager lantern
meager lantern
short yew
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Best option is still pre-built decks found around the world I think. Then you would find boosters at some stores. Or if you want to do booster draft type events

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This is the complete rarity list. It's in the old format though. Caught some typos. Are the altnames in the image files?

honest tinsel
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Altnames are part of the table that gets used for the catalogue construction

short yew
honest tinsel
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Yeah its kind of confusing

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๐Ÿ˜…

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Normally you'd name the files the cards name

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This is an alternative to have all the same icon

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Like with monopoly

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I need to write up an in depth guide

meager lantern
meager lantern
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@short yew i can write the script for the prebuilts if you tell me how to, i mean i dont really know how to write scripts but if you send me an example i can start building different deck combinations and listing the cards, so you guys can focus on the actual scripting ๐Ÿ™‚

honest tinsel
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The repo is up, I'm still working out the booster system

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I just wasn't sure what the results should be

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Rn the entire catalogue is under 1 item

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From there you can pull specific cards from the smaller pools

short yew
# meager lantern <@193891114212655104> i can write the script for the prebuilts if you tell me ho...

Yeah, the Github page is posted above if you want to take a look at the code we have so far. Right now we just have the Alpha deck, but it should be easily expandable in the future. I'm not really sure yet how comprehensive expansions should be, or which ones people would like? If we were to fudge with the release dates a little and include pre-block expansions like Arabian Nights, Ice Age, Fallen Empires, would that be something Magic players would like? Or are those expansions too bad? What are the must have (pre-modern?) expansions and blocks in your opinion?

honest tinsel
#

Game Night Series

honest tinsel
#

Did I get the uncommon/rare artifacts flipped? ๐Ÿ˜…

honest tinsel
#
    ---Lands could appear in any of the spots
    --The chance of getting a basic land instead of another card is approximately:
    -- 4.13% for rares, 21.5% for uncommons and 38.84% for commons.
    -- The only lands on the rare sheets were five copies of Island.

    "AlphaBoosterPack", -- 11 common, 3 uncommon, 1 rare -- [16]
    "AlphaStarterPack", -- 45 commons, 12 uncommon, 3 rares  -- [17]
#

Am I to understand boosters could have any color?

#

I see the deck archetype listed in the file, but were those boosters you could buy?

short yew
#

The deck archetypes were for pre-made decks found around the world. Like in school desks, a hypothetical person in game made them

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I think with more and more games being added, we're gonna need to spread them out across different distro containers

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Pogs and MTG make sense to be found in school desks which are underutilized rn

honest tinsel
#

Indeed

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I think this occurred to me too as people kept saying they couldn't find games. The vanilla distribution is a bit rare maybe.

meager lantern
short yew
honest tinsel
#

Well the premade decks can be badly setup cause it's like dumb kids right?

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You could also have too many cards

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Basically generate a few boosters and pool the results

short yew
#

Being drawn randomly from pools should make for bad decks. Most kids didnโ€™t even know how to play, they just liked collecting like how Pokรฉmon cards are now

honest tinsel
#

So that would be good?

#

๐Ÿ˜…

short yew
#

I think so. It incentivizes exploring the world to find better cards. Wouldnโ€™t be too fun to find a ready made competitively viable deck lol

honest tinsel
#

When I collected Pokemon I would just want 1 of each, I didn't care about the trainers or energies

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I don't even think I could play a game

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I had so many duplicate cards for Pokemon and Yugioh

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I'd like to eventually add those games too

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I think someone added YuGiOh as a mod already

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It would be cool to incorporate that mod somehow - idk if that's possible.

#

The framework for GameNight is somewhat specific

short yew
#

Once MTG is in, wouldnโ€™t other trading card games just be a reskin?

honest tinsel
#

Yeah

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The pool % of cards might need to be changed

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Not sure if I can make that a part of the framework as they're so specific

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But the action of opening boosters, the item selecting some of the cards from the catelogue instead of the whole thing etc, would be the same for sure.

short yew
#

The Yugioh mod looks to have a very comprehensive library of cards, if you can reach out Iโ€™m sure theyโ€™d love to have a playable version

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The thing about the card games is with so many card images, the mod size becomes huge very fast lol

honest tinsel
#

Yeah, I would want to stick with the first two starter decks

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Idk how far they went with it

short yew
#

Game Night X Paper API crossover? ๐Ÿค”

honest tinsel
#
  • the Pokemon mod author is mostly likely not cooperative
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Rather not deal with them myself lol

honest tinsel
#

The forced texture size param I added for the boards works on these too

short yew
#

Very nice

#

Did you ever figure out a way to show player hands? Right now it's expected they use the inventory, right?

short yew
#

Seeing it all laid out now, I can see better how it's going to be played in PZ

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I like the size you have there. The image art should be enough to identify a card, might have to test to find the ideal size

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This one looks like it has a good card to table ratio to me

honest tinsel
#

I used the same aspect ratio from the playing cards you made ๐Ÿ˜…

honest tinsel
strange stratus
#

look at this news from Italy: google translated "Pokemon scam, maxi seizure in Rieti 30 thousand fake cards in the crosshairs of the Guardia di Finanza, the rarest could be worth even more than a thousand euros. They were sold in specialized stores and at fairs. 31,360 counterfeit Pokemon cards, some very rare, were seized by the Guardia di Finanza of Rieti during some checks aimed at combating the phenomenon of counterfeiting and commercial abuse. Cards, which are no longer used only for gambling, have become real investments to be put to good use, with ample gains on the international market." ๐Ÿคฃ

honest tinsel
meager lantern
#

same with instants, sorceries and monsters

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green and red decks are monster heavy while blue uses more instants for example

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i mean mostly, depends on the strategy and mechanics they use

honest tinsel
#

I wrote out a booster roll, and now each found deck is 4 boosters

meager lantern
#

oh kinda like a starter deck

honest tinsel
#

Could tweak the process to have some semblance of strategy

honest tinsel
#

But also for stuff found in rooms and schools

meager lantern
#

i think the easiest way to approach the found deck would be having different lists of fixed decks actually

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i built a few already

honest tinsel
#

The process is pretty open, can include those too

meager lantern
#

that way you could play straight away and then build a focused stratgy

honest tinsel
#

Did they sell starter kits?

meager lantern
meager lantern
#

that were basically big boosters

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but no prebuilt starting decks

honest tinsel
#

Ah so what I have already lol

meager lantern
#

yeah hahaha

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the decks ive built are mostly jank

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only uncommons and such

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so that opening boosters would be the only way to build competitive decks

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the thing with randomized deck building is not only that they wouldnt be built around a strategy, but also the mana costs and type of card balance would be way off most of the times

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it does make sense when finding them in kids rooms and backpacks

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but fixed decks here and there that are actually playable right away would make a cool finding

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is there a way to add them to the houses where theres chips and beers in the livingroom? or maybe thats too complicated

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itd be cool to enter a house and find a group of nerd zombies who were having a game night when they died haha

honest tinsel
#

I was going to look into that stories mod

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To add that

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Otherwise it would fill the games spots - which vary between bars, bedrooms, stores, malls, etc

meager lantern
honest tinsel
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I think alpha is good for now

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If you know some basic deck ideas I can implement them

meager lantern
#

i built a couple, here

short yew
#

Iโ€™ve wondered about having cards findable when foraging in certain zones like school. I added a lot of my own items to forage for my map and itโ€™s pretty easy to do

short yew
short yew
#

We could include a template or something to get them started

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Would simple for future addons to insert into the alpha catalogue?

honest tinsel
meager lantern
#

Monored

  • Mountain (24)

  • Hill Giant (4)

  • Goblin King (3)

  • Orcish Artillery (3)

  • Goblin Balloon Brigade (3)

  • Goblin Raider (3)

  • Lightning Bolt (4)

  • Fireball (4)

  • Shock (4)

  • Incinerate (4)

  • Stone Rain (4)

#

Monoblue

  • Island (24)

  • Air Elemental (4)

  • Prodigal Sorcerer (4)

  • Merfolk of the Pearl Trident (4)

  • Phantom Monster (4)

  • Counterspell (4)

  • Unsummon (4)

  • Boomerang (4)

  • Divination (4)

  • Mind Control (4)

#

Monoblack

  • Swamp (24)

  • Nightmare (4)

  • Royal Assassin (3)

  • Hypnotic Specter (3)

  • Drain Life (3)

  • Drudge Skeletons (3)

  • Terror (4)

  • Unholy Strength (4)

  • Dark Ritual (4)

  • Paralyze (4)

  • Mind Rot (4)

#

Monogreen

  • Forest (24)

  • Llanowar Elves (4)

  • Lure (4)

  • Grizzly Bears (4)

  • Ironroot Treefolk (4)

  • Shanodin Dryads (4)

  • Regrowth (4)

  • Giant Spider (4)

  • Hurricane (4)

  • Stream of Life (4)

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Monowhite

  • Plains (24)

  • Savannah Lions (4)

  • White Knight (4)

  • Mesa Pegasus (4)

  • Samite Healer (4)

  • Benalish Hero (4)

  • Crusade (4)

  • Healing Salve (4)

  • Pacifism (4)

  • Disenchant (4)

#

these are bases for monocolored decks, although i still wanna tweak some stuff for each one, id like to have 2 or 3 copies of each card, so theyre more diverse and less focused

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that way if you want to really rely on a couple cards youd have to find more decks or open boosters

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also im changing the stronger ones for some jank versions so that the decks arent too overpowered

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i also have 5 two-colored decks but maybe itd be better if you could only find monocolored and build from there?

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or maybe just having a few janky 3-colored decks would be better so that you could choose one color and start focusing on that, what do you think?

meager lantern
honest tinsel
#

Could also have some of the cards be random tbh

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Like pull red cards for a red deck

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Keep the key cards

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Btw is 24 lands normal?

#

Were people making duo decks initially or nah?

meager lantern
meager lantern
#

sometimes less thab 20

meager lantern
honest tinsel
#

It isn't too complex, I'm just worried people will find decks and see they're not their color and move on - or each deck doesn't have enough variety to make it worth looking for them

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I could make it complex and have like 7-10 boosters, and have it try to form a mono or duo deck from them

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and have the remainder of the cards left in another pile - or removed entirely

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But at that point pulling from the pool of colors would be less intensive lol

honest tinsel
cinder tide
#

old school logo colors look nice

honest tinsel
#

Yeah, had to grab the new logo and modify it lol

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It was a bit choppy at fully scale, glad it cleaned up when shrank

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Going to need to get around to a hands system sooner than later

cinder tide
#

that will be great

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can make games like coup actually playble

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and basically every other card game viable lol, since you know everyone will peek

honest tinsel
#

well currently the system would be to hold the items yourself

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so all I'd be doing is displaying what you have in your inventory

cinder tide
#

true i forgot they'd just keep it on their player

honest tinsel
#

Should work... maybe require them to equip it to avoid issues like carying extra games

short yew
# honest tinsel

This was the old MTG ad if you need some inspo for the cover art. I took the tagline from it

honest tinsel
#

Maybe for the larger image

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๐Ÿค”

short yew
#

Pushed a small addition as well. There were 2 classes of cards that weren't used in Alpha but were added the early expansions, so I made empty tables for them so any future add-ons and plug into those tables

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"Spells" were enchantments and instants. "Special Lands" were colourless lands that did something when tapped

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I'm not super familiar with the modern format but there were others like "Token" cards that we should also account for

honest tinsel
#

I've never played mtg lol

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I think the additional tables may not be needed as the process for adding cards would be to tap into the creation functions

cinder tide
honest tinsel
#

blue decks weren't a thing?

cinder tide
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meant to say that they sucked to play against in modern lol

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or standard w.e

honest tinsel
#

Oh were they OP?

cinder tide
#

used to play friday night magic at local shop and play booster draft rounds everyone bought in and then would pick a card and pass the rest of the pack aroun and make decks, got to keep your deck at the end and prize money/pool

cinder tide
#

i think its good besides time period accuracy to not venture into the newer stuff just really complex game mechanics lol, not like necessarily that would need to be implemented just a lot more to the game now and card abilities

short yew
#

In addition to boosters which would only be cards from a specfic set

short yew
honest tinsel
#

Yeah I already have the booster logic

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Even takes into account that the lands included in rare sheets were island only(???)

short yew
honest tinsel
#

Idk if I wanna get that detailed lol

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I might remove the island on rares thing

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Kind of thinking we should add the missing cards too?

honest tinsel
short yew
honest tinsel
# short yew Which missing cards?

Alpha, Beta, Unlimited, Collectors Edition, and International Edition all have identical sheet layouts.
The caveat being that the Alpha sheet is missing Volcanic Island, Circle of Protection Black, Island (C), Swamp (C), Forest (C), Mountain (C), and Plains (C). Instead on the Alpha sheets these cards are replaced by basic lands.โ€‹

#

Also, doing some surgery on the base mod - moving something out of applydetails and into the deckhandler directly

#

So for implementing decks you'd be calling on the deck handler

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I didn't realize each item was carrying it's own version of alternate icons and names lists

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so every single card/deck for MTG had everysingle card's possible name ๐Ÿ˜

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Made it clear these lists on load - but I'll need to update the base mod + occult + mtg

short yew
honest tinsel
#

We can say The way Alpha edition it was meant to be played. ๐Ÿ˜Ž

short yew
#

Or that ๐Ÿ˜†

honest tinsel
#

This would also be effectively base beta right?

short yew
#

Or Unlimited or Revised. I haven't dug too deep into all the small differences in those old versions

honest tinsel
#

Worked out the examine feature a bit

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The close button needs more padding

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Feels a tad big lol

short yew
#

It's definitely a zoomed-in view lol woah

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How does it currently work? It shows the last card you selected close-up view for?

honest tinsel
#

Right now it's an additional action - so under context menu

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Opens a new window/panel

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That's the full texture size though

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Not sure if examining should scale down - rather have the default texture scaled at the file level

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I can use a batch editor - just not sure what size would be normal

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Also can't use shift click on cards to examine - as it fires the shift action lol

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could use alt click

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or double click

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but that might trigger movement

short yew
#

Is there a limit to how many hotkeys you can use?

honest tinsel
#

no, but I rather make it less

short yew
#

Cause for gameplay purposes, actions like tapping and untapping which are used a lot might need their own, along with the zoom

honest tinsel
#

Yeah

short yew
#

Would be something to consider when testing

short yew
honest tinsel
#

I guess examine could be an attached window ๐Ÿค”

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Do you think 66% for the full sized would be ok?

short yew
honest tinsel
#

This is 66%

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I adjusted the UI -rather than batch edit 300 images lol (yet)

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Maybe I should leave it in the UI - I don't think it's intensive

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I like having options

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Going with 75%

short yew
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MTG will use all the Game Night UI windows depending on the cards. Hands and zoom are the main ones. Certain cards have you searching decks too

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In terms of features, if it can handle this, it can handle everything

short yew
#

How card zoom is implemented in magic arena and table top simulator is more a temporary toggle. In Arena, when you hover it zooms, in TTS itโ€™s when you are actively holding the hoykey

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Itโ€™d save UI space if it was temporary

honest tinsel
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Like if you hover over for a bit?

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It is temporary, but Idk if right click examine should be the way to go

short yew
#

Just checking it again now, it's a very slight delay once you hover over a card. That system feels pretty good

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And it can pop up right over the play area

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Players would just learn as part of the UI not to hover when they don't want to zoom

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Hotkey method would work like TTS. Players could hover

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But that doesn't really add anything, and wastes a hotkey

honest tinsel
#

Working on hovering

honest tinsel
#

Made it work independently of the window and with the window

short yew
#

Woah that's it

meager mica
#

I LOVE that you're adding MTG, my pals and I play commander every weekend and I'd love to drag them into playing Zomboid with me. I think it'd be hilarious to trade cards based on in-game items "Hey pals, I see you're starving, I got three cans of food if you gimme... Iunno SOL RING?" I can only imagine the shenanigans.

honest tinsel
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Glad to hear it

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Hoping this work with TCGs pays off a bit lol

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@short yew I plan to write out a more detailed guide - if you could describe your process for finding/processing scans, I would appreciate it ๐Ÿ˜…

honest tinsel
#

note to self: need to update game-night and occult

short yew
#

Just occurred to me the zoom would also work really well for the search UI and player hand UI, maybe with a slightly longer delay

meager lantern
cinder tide
#

i know you mentioned binders earlier, but what about deck boxes?

honest tinsel
#

I still have to work on hand stuff

cinder tide
cinder tide
#

renamed game night container

honest tinsel
#

I think starter sets came in boxes(?)

cinder tide
#

there was aftermarket storage boxes too

honest tinsel
#

But the cards can be stacked - so I would assume storage isn't a problem

cinder tide
honest tinsel
#

This is one massive upgrade from the other mods that add TCGs lol

honest tinsel
#

Could add a little deck holster lol

cinder tide
#

those were 96 tho

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i miss how flashy art used to be now everything is minimalist

honest tinsel
honest tinsel
#

Hmmmm need to do something unique for the hover over stuff

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Currently breaks if you try to play and search a deck lol - cause you're only allowed one examine-UI

meager lantern
#

@honest tinsel @cinder tide i can work on the deck boxes if you want me to ๐Ÿ™‚

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and binders

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also thought about making a board that works as a playmat

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and making a few designs

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like this

honest tinsel
#

That sounds fun, as long as it's circa 1993. The boxes would need a large texture for the models, I can do the item icons for them if you're not sure

meager lantern
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dont worry, i already made custom boxes and textures for the other plugin

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btw ill upload it later today or tomorrow

honest tinsel
#

Do you want me to take a look over it?

meager lantern
#

ill look for alpha merch but i was thinking of using cards art

honest tinsel
#

If you know how to use github that'd be the easiest

meager lantern
meager lantern
meager lantern
honest tinsel
meager lantern
#

these are my boxes

honest tinsel
#

Looks like you did a good job on using the template I left ๐Ÿ˜ฎ

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Did you use the PSD?

meager lantern
#

i can make something like this for each color combination

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or the main ones

meager lantern
honest tinsel
#

Well, these would be third party boxes people would have bought to hold their decks right?

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I'm just worried people will see a red/blue/black box and move on - not that it matters lol

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Also may still include "decks" featuring random cards from boosters

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I guess a case for every color is ok - I can worry about the contents later

#

some person is going to want to collect them all

short yew
# honest tinsel

Looking really great! How does it enable for MTG and not playing cards? Something like a true/false setting?

honest tinsel
#

It's an added 'special action'

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the registered stuff for game pieces

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I added support for deck handler stuff

short yew
# meager lantern these are my boxes

Itโ€™s always an option to make the holder boxes craftable only? A lot of kids just kept their cards in cookie tins and things like that. And made their own art

cinder tide
meager lantern
meager lantern
honest tinsel
#

Nope, recipes would be pretty easy. The thing is would they just be made of cardboard? Or?

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The game lacks much arts and crafts items lol

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Imagine trying to paint a cardboard box in the apocalypse though

meager lantern
#

haha maybe you can make them with papers and markers lol

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no, i was thinking that if the cards come in boxes like the uno cards maybe you could then right-click the item and turn it into color you want

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like a reskin of the original container

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that way you wouldnt have to find the box you want

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and you could still have different decks and see their color in your inventory

short yew
honest tinsel
#

Resized to match + added them into the lists

honest tinsel
#

Is tapping just 90 degrees to a specific direction and back?

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Rn it rotates all the way around

#

The hand is a modified search window

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doesn't close - only appears when you equip a deck

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can be moved around

#

currently bugged out tho - as the player refuses to deequip the cards lol

#

going to probably adjust the size a bit - maybe make it adjust according the hand size too

short yew
#

So if possible, it gives the option โ€œtapโ€ when a card is in the normal state, and the option โ€œuntapโ€ when itโ€™s in the tapped state

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Itโ€™s the action that needs its own hot key in MTG. Itโ€™s done a lot per playerโ€™s turn. Alt key?

short yew
# honest tinsel The hand is a modified search window

Yeah hand UI a little tricky. Not sure what the best way to go about it. Maybe optimize it to show 10-12 cards, and any more it spills onto a next page or scrolls? The cards should be large enough that you can easily identify what is in your hand

honest tinsel
#

I can try to do a system like hearthstone

short yew
#

Like cards floating at bottom of screen?

short yew
#

Maybe off to the side? I usually set the main UI to max size. Left is overlapped, right is grid

#

Did some quick mockups to help me visualize

#

Does anything currently take that spot below the search window?

honest tinsel
#

Looks good

short yew
#

How does equipping a deck work atm? When cards are drawn, theyโ€™re currently individual in the inventory, right? Equipping any card enables the hand mode?

honest tinsel
#

Yes

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When they're drawn it goes to inventory

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I was thinking if you have a compatible deck equipped the card would go there

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Just need to clean up some behavior that's weird

short yew
#

Like it used the card that is equipped to determine what cards show in the hand? So if you have both playing cards and mtg, if you equip a mtg card the hand becomes all mtg in inventory?

honest tinsel
#

I basically copy pasted the search UI and massaged it into the hand system but there's already alot of overlapping code - might go back to crate some sub functions

honest tinsel
#

You can drag cards off the game window int your hand area

short yew
#

Ah okay that makes sense

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This would make all card games like poker etc much smoother easier to play ๐Ÿ˜

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Iโ€™m getting ideas like the card in hands ui moving up a little when you hover on them but I donโ€™t want to feature creep too much lol ๐Ÿ˜ฌ

honest tinsel
#

Where you can hover over a few of them

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And the center most gets big

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I think it does that right?

short yew
#

Yeah the hovered card rises and enlarges a bit

honest tinsel
#

I also want to look at transition animation if possible idk tho

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Basically set a place the item is going to and having it move there over time

honest tinsel
#

Yeah

honest tinsel
#

Figured out the equipped issue

#

Still having issues with the search/hand UI interacting not sure what's going on the UI event doesn't fire

honest tinsel
#

Getting there

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Learned the hard way interacting between windows is kind of unique

short yew
#

Looks like it's working!

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What was weird about the window to window stuff?

honest tinsel
#

I had events for on mouse up from the game window expecting search stuff - and it worked in the past

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but it seems like having mouse up events on the search window cancels the mouse up from the game window

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mouseUpOutside < mouseUp basically

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messed with the highlighting to show up as before or after cause I don't want to bother with swapping cards like that lol

cinder tide
# honest tinsel

cant wait for the first person to comment "my friend starved to death while we were playing uno, 10/10"

#

just get so engrossed in playing cards forget to maintain your char lol

honest tinsel
#

Going to refactor the search and hand function to share base code

#

they're like 90% the same lol

#

I can also double the use for Binders

short yew
#

Like a general ui framework to show stacks of cards? I can see that being useful for some other board game mechanics like drawing from bags

honest tinsel
#

Basically just template the 'window shows cards'

#

Biggest benefit to setting it up this way is to avoid issues like having to copy and paste it again for the binder stuff

#

Im trying to figure out the best way to draw a random card from someone elses hand

short yew
#

Was thinking about other players hands. It's pretty important information during a card game

#

Maybe something like in the hand menu, you can see how many cards are in other players hands?

#

Like a small graphic, or just a number?

honest tinsel
#

I was thinking something similar to the search window - but like it contains participating player's hand counts

#

Yeah same idea

short yew
#

Drawing from another player's hand would require players to see the backside of every other player's hand at the normal scale. It could make sense for it to be in the hand window as well. Like a the option to cycle through other players hands, but only seeing the backside of their cards. And when you take a card from them, they have to agree to it so people can't just steal each other's cards

honest tinsel
#

Yeah very easily to get complicated lol

short yew
#

Just seeing the backside of other players hands, or at least the amount of cards they have is fine for now I think

#

For drawing other players cards, maybe something like putting your entire hand face down on the play area and the other player taking a card could work for that mechanic

cinder tide
#

off topic but went by local place i used to go to, they're closed up :/
other places they said they only do tournaments now, fnm hasn't been a thing since covid

honest tinsel
#

Makes sense tbh

#

A lot of those places made their earnings from events

#

The other stuff was to build community

short yew
#

Always sad to see places like that close up. Really underappreciated parts of the community. I'm lucky enough to have a couple shops nearby that still host Commander nights mixed in with general board game events

meager lantern
#

since they have magic arena now i guess thats more profitable

#

here where i live we have a ton of mtg stuff but its all by the community

#

wotc stopped sponsoring tournaments since covid

meager lantern
#

i mean, if its too complicated

honest tinsel
#

That could be good

#

I may need to add text over the item to show what it's doing or some kind of animation lol

meager lantern
#

i can animate of you want me to, just let me know what you have in mind

honest tinsel
#

The hands and search windows work very nicely

#

Just some minor tweaks need to be done - like having hover over images render over UI

honest tinsel
cinder tide
#

from back when initially were testing months ago to this, its insane

#

inspect and hand.. great stuff

#

stacking seems a lot better now too

honest tinsel
#

Yeah, I need to expand the threshold though

#

feels a bit tight

short yew
#

It's looking so good now! Really excited for when it's test ready ๐Ÿ˜

#

Been thinking about how to show stacks of cards in the UI. Made some card stack assets if you want to play around with that at some point. Added a few for the different stack sizes. Something like if a stack has a certain amount of cards, one of the stack images displays underneath the visible card to indicate that there are multiple cards there

#

example:

#

Went with a straight down depth illusion to start with. Diagonal is another option if this doesn't look right

honest tinsel
#

I was thinking how to handle that too

#

Thinking of something probably really really crazy but...

#

I could look into drawing 3d sides

#

using polygons

#

Would also let me draw the dice as 3d objects lol

short yew
#

That sounds very cool, and very complicated lol

honest tinsel
#
function gameNightWindow:renderTextureAtAngle(texture, centerX, centerY, rotation, r, g, b, a)
    if self.javaObject == nil or not self:isVisible() then return end
    local halfTextureWidth = texture:getWidth() / 2
    local halfTextureHeight = texture:getHeight() / 2
    local rotatedAngle = math.rad(180.0 + rotation)
    local cosRotatedAngle = math.cos(rotatedAngle)
    local sinRotatedAngle = math.sin(rotatedAngle)
    local xOffset1 = cosRotatedAngle * halfTextureWidth
    local yOffset1 = sinRotatedAngle * halfTextureWidth
    local xOffset2 = cosRotatedAngle * halfTextureHeight
    local yOffset2 = sinRotatedAngle * halfTextureHeight
    local javaObjCenterX = self.javaObject:getAbsoluteX() + centerX
    local javaObjCenterY = self.javaObject:getAbsoluteY() + centerY
    local x1 = (xOffset1 - yOffset2) + javaObjCenterX
    local y1 = (xOffset2 + yOffset1) + javaObjCenterY
    local x2 = (-xOffset1 - yOffset2) + javaObjCenterX
    local y2 = (xOffset2 - yOffset1) + javaObjCenterY
    local x3 = (-xOffset1 + yOffset2) + javaObjCenterX
    local y3 = (-xOffset2 - yOffset1) + javaObjCenterY
    local x4 = (xOffset1 + yOffset2) + javaObjCenterX
    local y4 = (-xOffset2 + yOffset1) + javaObjCenterY
    getRenderer():render(texture, x1, y1, x2, y2, x3, y3, x4, y4, r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a, nil)
end
short yew
#

3D die would be wild

honest tinsel
#

This is a converted to lua draw angle

#

I don't know why the renderer needs 4 copies of rgba

short yew
#

beyond me ๐Ÿ˜ตโ€๐Ÿ’ซ

#

This could be applied to the D20 as well?

honest tinsel
#

Could be

#

for now I think I'll just do cards

#

and cube shapes lol

honest tinsel
#

Ty chatGPT

#

for something...

long crescent
#

flip animation incoming? ๐Ÿ‘€

honest tinsel
#

actually not a bad idea but nah

#

trying to make them look like stacks lol

long crescent
#

if you can use textureparts "on repeat" as fill, you could have it fill diagonally down with like 1-3 pixels of card-corners, depending on how many are stacked together, maybe.

honest tinsel
#

I'm trying to see if I can simulate the sides at the right angle then just adjust the depth

#

But explaining that to chatgpt is hard lol

long crescent
honest tinsel
#

Yes

long crescent
honest tinsel
#

I almost got it

#

Just need to flip the top side of the card to meet the bottom of the texture...

long crescent
cinder tide
#

this has no right to go as hard as it does

honest tinsel
#

I can't get chatGPT to understand nor can I mess with it to get it right lol

cinder tide
#

i hope a youtuber does a video on game night

#

a proper one now that theres a bunch of addons

#

not just hey this is number 16 of top whatever

honest tinsel
#

Like pulling teeth

#

chatgpt gave me the wrong angle for one of the sides

#

but from previous iterations I knew the right one

#

Not sure why the blue side is shorter

honest tinsel
#

I'm too meat brained to understand this lol

#

Figured out the blue needed to be adjusted on the height cause it's technically the right side

#

I'm not even sure which point is which

#

I assumed x1/y1 would be the topleft

honest tinsel
#

Gave up trying to using rotated/skewed pieces - and simply drew a box lol

#

Working out something to decide which sides need to be drawn

#

surprisingly complicated

honest tinsel
honest tinsel
honest tinsel
#

I have a card stack texture but it's not rendering not sure why

#

Oh it is, it's just squished lol

short yew
#

Amazing! You did it! ๐Ÿ˜ฎ

short yew
#

How does the texture for the side work?

honest tinsel
#

it's a drawn square that's skewed

#

still seeing how the texture can be made to be less blurry

#

also ran into another issue lol

#

the fact that cards and game pieces are handled differently has come back to bite me lol

#

I think for these I can just use a stretched texture

short yew
#

So they're all the same image, just stretched?

honest tinsel
#

yeah

#

I had the lines closer before

#

testing now

short yew
#

Yeah just got to find the sweet spot

honest tinsel
#

I think it needs a different texture depending on the height lol

short yew
#

Maybe tune the height so it's optimal at the full deck of playing cards, and 60 cards of mtg

honest tinsel
short yew
#

Yeah maybe something like decks with "normal" amounts of cards will all work, but the super tall towers might need their own thing

#

Or make a skill based mini game where players can't stack cards that high before they fall over lol

honest tinsel
short yew
#

Playing around with color. Something darker would fit better I think

honest tinsel
#

486, 240, 180, 120, 60

short yew
#

Added a gradient to the side but not sure it's possible

honest tinsel
#

Yeah a gradient might be better

short yew
#

I remember all my cards has dirty sides because that's how you would hold decks

honest tinsel
#

some of the angles render the texture diagonally for some reason

short yew
#

It's super subtle. It could be a moire effect

honest tinsel
short yew
#

Different contrasty-ness in the lines could also change the perceived darkness of the sides too

#

Some of the earlier ones you posted feel close to me

#

I like how they hint at more detail without being too literal

honest tinsel
#

Adding lines would require different textures for different sized stacks

#

This is the above texture, had to rotate it 180 degrees for some reason lol

#

Probably have the wrong corners aligned

#

The one on the bottom right is 60 cards

short yew
#

As long as it looks good for the 60 card stack, that's the main thing

#

This is how 60 cards look irl

honest tinsel
#

Yeah I think it works

#

Going to try and wrap up the mechanics today

#

and work on distributions lol

#

Is there a rough break down of deck composition?

#

Doesn't have to be ideal or playable

#

I'm imagining some people only bought enough boosters to get going

short yew
#

What I had in my rough version covers all the deck archetypes. It's just a the color combinations

honest tinsel
#

And starter kits were basically just 4 boosters wrapped in one?

short yew
#

Yeah, so not playable right away it looks like

short yew
#

I'll go back in and add some artifacts to those decks

#

But it's basically minus 2 to each color and replace to artifact

honest tinsel
#

artifacts are non colored right?

short yew
#

Yeah

#

Expansions add more complicated ones like Gold Cards which a multi colored cards, but for those kinds of cards, might be better to just have them be booster only

honest tinsel
#

So like 18-25 lands, 2 artifacts, the rest colors?

short yew
#

Yup

#

And if it's 2 colour deck, just make it close to 50/50

honest tinsel
#

Why 2 artifacts though?

#

Just rare?

short yew
#

They might even be common. It's kinda random. The "person" included it in their deck

honest tinsel
short yew
#

Artifacts are just another type of card

short yew
#

๐Ÿ˜†

#

Maybe there's a YouTube video of someone trying to go for a stacking world record

honest tinsel
#

I spawned in a "deck" currently random colors

#

got 13 lands

#

that's not enough for a 60 deck based on suggestions

short yew
#

Yeah 24 is the sweet spot

honest tinsel
#

Yeah might just messed around with that a bit

short yew
#

More or less depending on specific builds

#

For gameplay, I think finding a deck that works off the bat is good for new players. They can dive in a play right away, even with a "bad" deck

#

But that just incentivizes finding new cards

#

Which is a big part of the game itself

#

Certain card type don't really fit well into pre-constructed decks like the dual land cards, or Gold Cards in later expansions, or the special land cards

#

May make sense to mix in pure random "decks" as well. Like 60% playable right away decks that are pre-constructed. And then the rest being pure random "decks" who's pool is the entire catalogue. Could be a way to get those more niche cards distributed outside of boosters

#

Like a pure random deck between 12-30 cards

honest tinsel
#

Yeah

#

Need to sit down with it and play around with some ideas

short yew
#

Was thinking about these additional locations for Pogs and MTG

"GigamartToys" - *****
"SchoolLockers" - *****
"ClassroomDesk" - *****
"CrateComics" - ****
"GigamartSchool"- ***
"BedroomDresser" - ***
"ClassroomMisc" - **
"CrateRandomJunk"- *
"OfficeDeskHome" - *
"GigamartDryGoods" - *
"OfficeDrawers" - *
#

Not sure how to test distro chances. May make a test map with every room type in the game unless there's a better way

honest tinsel
#

I never tested the prior ones lol

#

I just modified the existing entries + added more with the same values

#

If anything I think it could be upped a bit

#

Schools don't have any toys I think

#

But yeah adding to those groups sounds good

#

maybe not office stuff

#

need to look at whats already there

#
    ["BarCounterMisc"] = {
        generalChance = 6,
    },

    ["Gifts"] = {
        generalChance = 8,
        sealed = true
    },

    ["GigamartToys"] = {
        generalChance = 8,
        sealed = true
    },

    ["Hobbies"] = {
        generalChance = 8,
    },

    ["HolidayStuff"] = {
        generalChance = 8,
        sealed = true
    },

    ["WardrobeChild"] = {
        generalChance = 2,
        chanceOverride = {["BackgammonBox"] = 0, ["ChessBox"] = 0, ["CheckersBox"] = 0, ["PokerBox"] = 0,}
    },

    ["CrateRandomJunk"] = {
        generalChance = 1,
        chanceOverride = {["BackgammonBox"] = 0, ["ChessBox"] = 0, ["CheckersBox"] = 0, ["PokerBox"] = 0,}
    },
#

This is the current distro - the reason the chance for those last 2 are 0 is cause it didn't originally have some of the items like game pieces -- or maybe cause it already had them?

#

So it's filling everything else instead

#

I could lift that to increase the chances too

cinder tide
honest tinsel
#

I don't even know what the texture is doing lmao

#

seems to be twisting itself

#

I can tell what's going on, but I'm not sure how to fix it lol

short yew
#

๐Ÿ˜ตโ€๐Ÿ’ซ What is going on? Is it a cube with more sides until it becomes round?

#

It's kinda looking like an Escher drawing lol

honest tinsel
#

Kind of

#

won't be able to rotate the sides the same as the cube

#

Just trying to render a cylinder lol

honest tinsel
#

I can adjust the number of sides

#

6

#

Also full alpha:

short yew
#

Making progress!

#

A cylinder wouldn't even need to rotate, right?

#

could just make it fixed?

honest tinsel
#

Yeah

#

This is done lol

#

12 sides

#

Need to adjust the texture though

#

the gradient is causing the edges to look sharp

short yew
#

It'd be hard to "slam" a stack of pogs even half that size so real use case would be much shorter too

short yew
#

depends on the orientation of the texture i guess

honest tinsel
#

It has a lighter edge to it

short yew
#

Wow, came together very nicely with the texture

#

Little note, the slammers sides are the same dark colour as the back. It's the regular paper pogs that have the white sides. Gonna need two different side textures

honest tinsel
#

It can be colored ๐Ÿ™‚

#

rgba

#

Like this?

short yew
#

That looks like a stack of slammers to me ๐Ÿ˜

#

Gradient looks really nice too

honest tinsel
#

ty

honest tinsel
#

Made it work based off registered specials

cinder tide
#

that looks dope dude

honest tinsel
#

๐Ÿ˜„ very happy with how its coming out

short yew
#

The crazy idea ended up being amazing

honest tinsel
#

Indeed

#

My next crazy idea is to make balls lmao

cinder tide
honest tinsel
#

Indeed, I somehow broke dealing/drawing - just fixed it lol

#

Need to get to distributions

honest tinsel
#

Got another dumb idea lol

long crescent
honest tinsel
#

Made an alternative round stack for poker chips

#

every-other side is colored white

#

lowered the side count from 12 to 7

#

Only issue is if you rotate the chip lol

#

Might just leave it for now

honest tinsel
short yew
#

Every stack becomes a polygon!

honest tinsel
#

yeah, it uses the card's size

short yew
#

So it's automatic for any future deck that gets added?

honest tinsel
#

Yep

#

Tired I ain't made of time

honest tinsel
#

Thought of a workaround to poker chips being wonky if rotated - just disable rotation ๐Ÿ˜…

#

I'm kind of tempted to make the dice rendered Drunk

#

Like entirely

long crescent
#

I'm wondering if... maybe... you might just put in too much work? Not that it'd be bad but... any further and you may as well just make a system to load 3d files and have them rendered in that way? Or did you mean there's a way to render them with exposed functions?

honest tinsel
#

maybe it is too much work lol

#

Afaik you can't render models in game without a background

long crescent
honest tinsel
#

You can mess with item models in the editor

#

I just never saw it done in a way without a gray background

#

Maybe I should look into that ๐Ÿ˜…

long crescent
#

the scene thingy and such use a black background, whose color can be changed - that or it actually somewhere stops the game from rendering, resulting in a black background natively? ๐Ÿค” but yeah, taking a look won't hurt!

honest tinsel
#

It has been fun to work on drawing shapes though

long crescent
#

I mean, if you enjoy it, go ahead, I just think the textures will be the problem (since you'd have to do some weird approaches with non-rectangle "sides" then)

honest tinsel
#

The renderer can draw 4 pointed shapes I think to draw a triangle you'd need to merge two sets

#

But yeah that'd be wasteful

#

If 3D models can be drawn it could also provide an easier route to animations

honest tinsel
#

Added volumetrics to some pieces for now

#

Catan roads, Dominos, etc

#

Can revisit the 3d model stuff later

#
Final to-do:
[ ] Pogs Slamming.
[ ] Make stackable pieces drag to stack like cards do.
[ ] Figure out MTG distributions/deck stuff.
short yew
#

Just updated the deck building logic to include artifacts. It's a simple system but I think it'll work for getting playable decks into player's hands quickly

honest tinsel
#

Saw, the deck doesn't need to be an exact 60 does it?

short yew
#

For Pog Slamming: Initially I thought something like a fixed percent flip chance (25%) + (fatigue, hunger penalties) would be good enough, but seeing the stacks now with height, I feel like the system might need to account for the amount of Pogs in a stack as well. Maybe tiers or something? For 10 and under, it's 25% flip chance. 11-20, it's like 12%, and then 21+ it's 5%