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Messages - Alastair

#406
Bug Report Forum / Re: Feature Request
November 13, 2009, 05:36:47 PM
That'd still require the user to check each and every plugin they wish to know the status of. Personally I'd rather have a system where you go to a single page (or menu/tab in Lackey) and have it tell you the last update time of each of the plugins.
#407
Crash Bug.
When attempt to select a deck with 300+ cards in the browse dialogue, crashes Lackey to desktop. The deck is still load-able via the open recent option or by loading it while at the table.
#408
Bug Report Forum / Re: Feature Request
November 12, 2009, 11:12:17 PM
It's already there... although to be fair upon looking at the pluginfinder.txt itself, there is a field in it for the last update of each plugin and the tracker itself. However virtually all of them are inaccurate at best as they must be manually updated with the tracker (which could become a huge hassle to maintain the Plugin Finder).

So perhaps the request should be for the automated tracking of the last time a plugin was updated.

Or were you talking about the plugin list here on the forum?
#409
Preferences -> Appearance specifically. That would could be a little difficult to find as it could be either a gameplay or an appearance thing. At any rate, most of the questions you might come across can easily be solved by looking at the various tabs and buttons and reading their labels/options.
#410
Plugins & Plugin Creation Forum / Plugins List
November 12, 2009, 07:38:39 PM
Well, though I am capable of updating the pluginfinder, I would not do so without Trevor's permission :-)
#411
Plugins & Plugin Creation Forum / Plugins List
November 12, 2009, 07:12:22 PM
Updated.
#412
I've gotta agree with Trevor here. I'd definately pick a size for the text box and stick with it (and for me, the size I'd pick would be about double that of the example card if not a little bit more).
#413
CCG Design Forum / Re: Game with Multiple Win Conditions
November 12, 2009, 05:06:02 PM
As I've said previously I think multiple win conditions are important and I dont think you should have to state at the start of the game which win condition you're going for (you wouldnt reveal your objectives to the enemy prior to going to war). In Magic you can win by decking your opponent (forcing them to run out of cards), getting their life points at or below 0 (of which there are multiple ways of doing that), and various other special conditions like poison counters, etc... as well as many ways of defending against such tactics.
#414
CCG Design Forum / Re: Counterspells?
November 12, 2009, 04:59:55 PM
Quote from: Cyrus on November 12, 2009, 03:52:03 PMI prefer games with really targeted type counters, that counter 5 or so different specific cards.

At present this is one of the biggest problems with the Doctor Who CCG. The game only has a single win condition (you must complete a goal and oppose a goal in addition to scoring 10 points). However 90% of the cards in the 3000 card game only work in relation to -specific- other cards. I spend an hour to build a super cool Dalek Timelord Killer deck and it's utterly useless if my opponent doesnt play a very specific batch of Timelords.

A good example would be one of the plot cards 'The Shakespeare Code'. In order for it to come into play both of the following condiitons must be met: #1 One player's William Shakespear at a Renaissance Spacetime card. #2 A different player's 3 Carrionites at the same Spacetime card. Utterly useless in the plot pool if my opponent isnt playing Shakespear or Carrionites.

Now on the subject of counterspells in magic, they have been a part of the game since Alpha. They are a valid tactic to use against your opponent. Sure, they might not be a whole lot of fun in a casual game for them to be played against you but if you're in a tournement or other competative setting there should be no complaints about a player using any valid means of winning they can.
#415
I think the best approach on this would be to allow an option for plugin makers to "turn on" the sideways facing. Have it default to current behavior of course, but if it's defined on a particular card, then let that override the normal behavior.
#416
Right, I'am not saying it'd be a requirement. Personally though I like to spread the cards out in a deck into certain arrangements, depending on what I'am trying to accomplish with the deck. Such an interface would be usefull I think.

The view tiled though is a poor substitute, in that it just lets you look at the cards in a predefined tile.
#417
Bug Report Forum / Feature Request: Deck Builder Table
November 11, 2009, 08:48:48 PM
Would it be possible to add a table style view to the deck builder, so the user can lay the cards out, organize them however he/she wants, etc... during the deck building process? I think something like this would add another layer of realism for at least some of the community when it comes to building decks with virtual cards. :)
#418
I'll have to get the new images uploaded to my server sometime in the near future, so they're not available at the moment. As I said in my original post the images in that link are not high enough quality to work for a MSE template. As to the different types, honestly I dont know what MSE needs. The quote suggests that a base would be needed, which could then be altered for the different types (Events, Gear, Support, etc..)
#419
Quote from: Tokimo on November 11, 2009, 08:18:38 AM
I can probably do this. I presume the source images you'll be editing are in the existing plugin? What textless cards do you need to be made?

Quite a few actually. Basically there'd need to be all the ones shown on the webpage as "blanks" and a couple of new ones ontop of those.
#420
Actually I have a series of images that are of a bit better quality than what's in the plugin (havent had time yet to include them in the plugin :P ). For editting I've found a great freeware application called Paint.Net, ya might wanna take a look at it Zero. It has most if not all of the functionality of Photoshop and it's totally freeware, opensource.