World: r3wp
[Games] talk about using REBOL for games
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Mario 5-Jun-2007 [287] | Mahjong also has Italian rules afaik, it was imported, I don't know when or by whom, in central Italy. It is also played in Japan and I had a Japanese computer game of Mahjong that it's defined unplayable by Chinese people I know. About the tileset: on Linux I had problems with the capitalised filename as %TileSet.png differs from %tileset.png |
ICarii 5-Jun-2007 [288] | re the tileset name - thanks for mentioning that - i thought i'd caught them all - obviously not :) |
[unknown: 9] 5-Jun-2007 [289] | I really hate that linux allows case. |
ICarii 28-Jun-2007 [290] | RebTower (Old School MTG based card game) almost complete - just finishing deck art and AI for computer player. http://rebol.mustard.co.nz/rebtower-wip.jpg |
Gregg 28-Jun-2007 [291] | Very nice James! |
ICarii 28-Jun-2007 [292] | The AI isi proving to be a pain :) I keep thinking - "What would i do next" .. takes ages :( |
Geomol 28-Jun-2007 [293x2] | Yeah, it looks nice! |
Do you produce all the graphics yourself? | |
ICarii 28-Jun-2007 [295x2] | all except the backdrop which is Alan Wheat's |
ideally ill dust off terragen and make my own backdrops when i get a little more time | |
Geomol 28-Jun-2007 [297] | Especially the small drawings with number on top is great. How do you produce them? |
ICarii 28-Jun-2007 [298] | used draw with a white on silver shadow |
Geomol 28-Jun-2007 [299] | I mean the drawings, the blue 'energy', forest and brown cave. |
ICarii 28-Jun-2007 [300x3] | verdana font - which i may have to change for OSX/Linux compatibility |
ahh - forest and cave are from stock photos and the blue is a geometric effect | |
well geometric + photoshop :) | |
Geomol 28-Jun-2007 [303x2] | oki |
Do you have a prefered place to look for stock photos? | |
ICarii 28-Jun-2007 [305] | free + stock + photos on google :) Or i dig thru the 40+ gig i have here :) |
Anton 28-Jun-2007 [306] | Yes, looking nice and polished. |
Alan 28-Jun-2007 [307] | ICarii: have you tried the new terragen version ? |
ICarii 28-Jun-2007 [308] | using 0.9 here - not sure what latest is (probably 2.0 lol) |
ICarii 29-Jun-2007 [309x4] | RebTower Demo available at: http://rebol.mustard.co.nz/rebtower-demo.zip - non demo version should hopefully be out in a couple of days once I get the artwork finalised and the AI beaten into shape. Current demo plays computer vs computer in simulation mode. |
The green and red writing is debug messages showig cards - this will not be visible in final. White text is currently played card(s) this is also replaced by actual cards in final | |
transparent cards are cards that player cannot currently afford to play due to resource lack | |
please note that I have used the Verdana font so if you want ti to display properly in linux rename the font to something else | |
[unknown: 9] 29-Jun-2007 [313] | What artwork do you need (exactly)? |
ICarii 29-Jun-2007 [314x2] | some 86x64 pixel images to depict various cards |
I'm still trying to build a 40 card starter deck and balance it at the moment before i finalise needed images | |
[unknown: 9] 29-Jun-2007 [316x3] | What did you have in mind for the images? |
I own a LOT of art, and I can whip stuff out very quickly. | |
More importantly, I don't have an ego about you not liking it or not wanting to use something, or simply wanting changes. Yes, yes, all the other raindeer artists thought I was strange. | |
ICarii 29-Jun-2007 [319x8] | 6 resource based images - 1 each for gold, wood and energy. then 1 each for destroyed mine, energy vortex, burning forest. |
6 resource conversion images - wood seller (wood to gold), gold to wood, gold to energy, energy to gold, energy to wood, wood to energy | |
3 stockpile (as opposed to mine/forest) depletion images - energy, wood, gold. 3 stockpile increase images (energy wood gold) | |
then some building related images for walls / towers probably 2 wall building, 2 tower building, 1 dual wall + tower build | |
;) then a few combat wall/tower destroying images - ive yet to balance that bit :) | |
and i just realised it need to fix the card zooming its getting irritating zooming the same card on multiple images ;) | |
forgot to hide as I delete :) | |
I tried to set up the core program to be generic so people can make their own resource types, eg a Coders/Public Relations/Cash resource for a modern theme :) | |
[unknown: 9] 29-Jun-2007 [327] | James, do me a favour, click that little icon of the pen above the new messsage input window. Then enter your list again in "one entry" You will need to press control + S to send it, or press teh send button. Then I can copy your list easily, and work on it. |
ICarii 29-Jun-2007 [328x5] | will do :) |
6 resource based images - 1 each for gold, wood and energy. then 1 each for destroyed mine, energy vortex, burning forest. 6 resource conversion images - wood seller (wood to gold), gold to wood, gold to energy, energy to gold, energy to wood, wood to energy 3 stockpile (as opposed to mine/forest) depletion images - energy, wood, gold. 3 stockpile increase images (energy wood gold) then some building related images for walls / towers probably 2 wall building, 2 tower building, 1 dual wall + tower build ;) then a few combat wall/tower destroying images - ive yet to balance that bit :) | |
and a partridge in a pear tree ;) | |
Sample Resource cards: Source Cards Extra Crystal Mine cost [6 0 7] source [1 0 0] Extra Forest cost [3 0 9] source [0 1 0] Extra Gold Mine cost [0 12 2] source [0 0 1] Crystal Mine Collapse cost [0 5 8] source-o [-1 0 0] Forest Fire cost [9 0 3] source-o [0 -1 0] Gold Mine Collapse cost [6 8 0] source-o [0 0 -1] Stockpile Cards (zero cost) Energizing Aura stockpile [5 0 0] Fertile Season stockpile [0 5 0] Pieces of Eight stockpile [0 0 5] Draining Aura stockpile-o [-9 0 0] Harsh Winter stockpile-o [0 -9 0] The Taxman stockpile-o [0 0 -9] Visiting Traders stockpile [4 4 4] | |
;Building Cards Minor Repairs cost [0 5 0] damage [0 -5 0] Unassailable Walls cost [0 10 2] damage [0 -10 0] Fortifications cost [0 6 5] damage [0 -8 -4] Ivory Tower cost [5 0 9] damage [0 0 -10] Stone Masons cost [0 6 4] damage [0 0 -5] War Plans cost [10 0 10] condition [(def-p < 10) and (core-p < 20) [damage [0 def-p - 10 core-p - 20]][damage [0 -5 -10]]] | |
[unknown: 9] 29-Jun-2007 [333x3] | So, let me help you help me (I have designed about 120 video games). You need to break down your art as follows name, size, comments For example In looking at your image names, I can't map them to "purpose" What are card and card1? May I suggest you rename things first, and a smart move is to put in place holder art that is the size you want to finally use. Even if it just has the name of what will be there, ie "Gold" etc. |
Then I will step in and do a number on it. | |
What do the three icons at the top mean (sky, forrest , cave)? | |
ICarii 29-Jun-2007 [336] | For the Icons at the top: Blue = Crystal Mines, Green = Forests, Red = Gold Mines. These are your base resources that reproduce each turn. They create stockpiles of Energy, Wood and Gold respectively. These stockpiles are used to activate cards in your hand. card.png is the 'hidden' or deck card face. This is used to hide the computer's cards and the deck and discard piles. card1.png is a sample of the format that the card images are in. This can be used as a basis for creating new cards to the correct size. (86x64 pixel size with a 7x7 pixel offset into the card1.png template). I have a card editor that can add in the card details to match their stats etc. Regarding image names - ill compile a full list and place it on the website later today once i finalise the deck size :) |
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