hoi123

Member
Jun 9, 2018
112
29
Hi! Love the concept and design and see great potential in this card battler! Would love to be able to mod cards and eddit cards in sometime too. Was looking to perhaps use this as a base for a corruption style battler where cards can get 'hypnotised' or corrupted by certain abilities or other cards.

Am completely new to JS and coding but is there any way to cause one card to change into another through an effect? If there was a system or code for that it would be great!
 
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Satori6

Member
Game Developer
Aug 29, 2023
340
627
Figured out my issue. It seems that for what ever reason it doesn't work for me if I'm using firefox to run the game.
Thank you for the feedback!
It seems that it was caused by the event being detected as a PointerEvent by Chromium-based browsers, and as a MouseEvent by Firefox.

Could you try this quickfix and see if it works?

It worked on my side, although I only did a quick test and didn't check if it would break other elements.
 

Satori6

Member
Game Developer
Aug 29, 2023
340
627
Hi! Love the concept and design and see great potential in this card battler! Would love to be able to mod cards and eddit cards in sometime too. Was looking to perhaps use this as a base for a corruption style battler where cards can get 'hypnotised' or corrupted by certain abilities or other cards.

Am completely new to JS and coding but is there any way to cause one card to change into another through an effect? If there was a system or code for that it would be great!

Character cards will be moddable by next update (March).
In fact, they're already working, but I'd still like to add more things related to how the deck works before uploading an update, mostly to prevent modded decks from breaking with updates.

charmod.png charmod2.png

The first implementation will allow you to mod their pictures and all stats, and it will be simple enough so that anyone can do it regardless of coding proficiency.

However, I plan on implementing skill modding in the future, here people will be able to add their own code for new skills, so you'll definitely be able to add hypno skills or transforming into a different card.

Evolution cards (like Nova) kind of work like that:
21.png 21a.png 21b.png

Although that's an automatically self-targeted skill, but I've been thinking of adding one that does what you want: transforming other cards. If I get time, I'll add it on this version, then on the next update you should be able to create your own modded cards with that skill.

But yeah, the idea is to create a framework that people can use to mod it until it features exactly the kind of content that they want to see. It will take time, but I think that it will start getting more exciting now that modding slowly begins to be implemented.
 

hoi123

Member
Jun 9, 2018
112
29
Thanks! Absolutely love it! Also is there anyway to pause the battle phase to read the defeat scenes? They happen a bit fast T-T
 
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Satori6

Member
Game Developer
Aug 29, 2023
340
627
Thanks! Absolutely love it! Also is there anyway to pause the battle phase to read the defeat scenes? They happen a bit fast T-T
You can either use keyboard Q, or click the "O" on the bottom right. That will pause the game before the end of each turn.
 

ghost by the lake

New Member
Sep 5, 2019
7
3
how do i choose who to attack if they have more than 2-3 cards in one spot.. cuz they obviously choosing who they are killing from my side.
 

Satori6

Member
Game Developer
Aug 29, 2023
340
627
how do i choose who to attack if they have more than 2-3 cards in one spot.. cuz they obviously choosing who they are killing from my side.
temp.png

Attackers will fight the first available defender in the order shown in the picture.

If one of your defenders is dying while the first one is still alive, they may be dying to an ability (like Insecurity) or to a status effect (like Aphrodisiac). In the future there may be cards that can skip the first defender, but right now combat always takes place in that order.

If you set it to the lowest speed, you can see cards being highlighted during combat. Those are the ones that are currently fighting.
combat.gif

You can also check the log. It will mention all combat between characters, as well as the use of abilities.
Status effects and passives are not mentioned because it would be too spammy.

temp.png
 

Satori6

Member
Game Developer
Aug 29, 2023
340
627
Love the concept! Keep going at it if you'd want to^^
I'm glad you like it!

And definitely - I'm enjoying working on this project. I only wish I had more time to work on it.

The next update will be in March and it will allow the use of custom character cards. I'm also finishing implementing the council/factions/loyalty mechanics, which will work as a foundation for when new factions and the first part of the story mode are added.

A new faction will likely be introduced in the April update, and I hope I can have the story mode started by May or June.
 

tooldev

Member
Feb 9, 2018
154
153
I have been following your dev thread and loved your tutorial on AI images. I am usually not a fan of card games but you got me intrigued to test your prototype now. Your work is a great positive example how AI is expanding ones possibilities if one puts enough work and patience into it. Great work so far!
 
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Satori6

Member
Game Developer
Aug 29, 2023
340
627
I have been following your dev thread and loved your tutorial on AI images. I am usually not a fan of card games but you got me intrigued to test your prototype now. Your work is a great positive example how AI is expanding ones possibilities if one puts enough work and patience into it. Great work so far!
Thank you so much!

And yes, definitely - I'm doing this on a potato PC.

If anyone who's reading has ever thought of making a game but decided against it due to lack of resources (hardware/skill/time/money) to create the art, I invite you to look into AI image generation - it's mostly free (electricity bills and a graphics card are all you need to pay for), and even in its infancy, it produces good enough content for any amateur production.
 

Satori6

Member
Game Developer
Aug 29, 2023
340
627
v 0.2
- Character card modding.
- 5 new abilities.
- 3 new characters.
- 7 characters replaced.
- 5 new skills.
- 1(x4) new defeat graphics.
- UI improvements.
- Loyalty mechanics.
- Rebalanced vanilla cards.
- Active targeted skills.
- Instant ability subtype.
- Skills with cooldowns.
- Improvements to AI.
- Bug Fixes.

Please report bugs and/or leave feedback.
 

Satori6

Member
Game Developer
Aug 29, 2023
340
627
hey FYI the discord link isnt working anymore.

best of luck with your game
Thank you! And thanks for the heads-up.
I'll remove that button from the game on the next update - there's like 3 people following this game, so I don't think a Discord has any use at this point.
 

Minole

Newbie
Jan 9, 2018
23
8
Hey, I'm very interested and downloaded to play but I use mobile. I don't know how simple this would be with how you've set up the inputs but would it be too much hassle to provide an alternative control option to click and drag, say click once to select and again to place instead of click and drag? I'd love to try this out because the rules seemed interesting enough.
 
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Satori6

Member
Game Developer
Aug 29, 2023
340
627
Hey, I'm very interested and downloaded to play but I use mobile. I don't know how simple this would be with how you've set up the inputs but would it be too much hassle to provide an alternative control option to click and drag, say click once to select and again to place instead of click and drag? I'd love to try this out because the rules seemed interesting enough.
From what I'm reading, it's likely very easy for somebody who's familiar with mobile development: just a matter of translating all mouse listeners for touch ones, and then fixing things that work different on mobiles, such as clientX/clientY, as mobile touch events are an array instead of a single object.

I don't play on mobile, so I have no way to test it, and right now I barely get a bit of free time every other day, which I'd rather spend on planned content, but if anybody wants to try and make a mobile version, I'll include it on the OP.

Most of the relevant code is inside of the listeners.js file in the js/match folder.
 
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Minole

Newbie
Jan 9, 2018
23
8
From what I'm reading, it's likely very easy for somebody who's familiar with mobile development: just a matter of translating all mouse listeners for touch ones, and then fixing things that work different on mobiles, such as clientX/clientY, as mobile touch events are an array instead of a single object.

I don't play on mobile, so I have no way to test it, and right now I barely get a bit of free time every other day, which I'd rather spend on planned content, but if anybody wants to try and make a mobile version, I'll include it on the OP.

Most of the relevant code is inside of the listeners.js file in the js/match folder.
I use an emulator already that let me read the tutorial and make a deck with pressing to select and press and hold working as hover, it's really just the click and drag that is an obstacle. But I understand the developers plight of only being able to make these projects in limited free time.
 

voidzone247

Active Member
Mar 12, 2017
764
912
Someone might've mentioned it already, but "Eromancer" is a dev with a rather bad rep around these parts (though shockingly a bunch of people still pay him). Might've shot yourself in the foot by picking that name.
 
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robinHodd

New Member
Aug 21, 2017
3
1
Bug: for modded cards, the code in free play is checking for a file at Eromancer/mods/cards/<mod name>/img/<img name> . Deck Builder expects these images at Eromancer/mods/<mod name>/img/cards/<img name>

Following the modding guide, images show up in the Deck Builder just fine, but fail to load in free play
 
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