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Topics - Chapuz

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31
Fixed Bugs / Tesserract broken
« on: May 09, 2018, 01:58:32 pm »
When playing Tesserract I don't get my creatures. My opponent gets his creature but it's nor frozen. And I get this error message:
Quote
Uncaught ReferenceError: crcard is not defined, https://etg.dek.im/bundle.main.js, 14, 1087, ReferenceError: crcard is not defined

On another note, Pixie works fine.

32
Fixed Bugs / Error when playing against a custom AI
« on: May 09, 2018, 01:18:03 am »
I found this message when trying to play against a custom AI:
Quote
Uncaught TypeError: Cannot read property 'type' of undefined, https://etg.dek.im/bundle.main.js, 36919, 47, TypeError: Cannot read property 'type' of undefined

I guess it has something to do with the last push

33
Death / Buff unupped Virus
« on: May 08, 2018, 04:04:13 pm »
I would like the unupped virus to be able to target yourself and your opponent. It wouldn't be broken in any way, as the poison effect is less than half of the Poison spell (half the poison for the same quanta + 1 turn delay + chance of being killed).

This would give some unupped funny  :death decks a secondary optional extra damage.

Cheers!

34
Life / Add a little thing for Alpha Wolf
« on: May 08, 2018, 03:51:00 pm »
Alpha Wolf summons the Pack Wolves when playing form hand, Mitosis, Beguile and Give. I would like to add the "transofrming" instance. This means when I have Tombs in play and one of my wolfies die (say, Cremation).

Cheers!

35
Fixed Bugs / (minor visual bug?) Parallel Universe + Chimera
« on: May 08, 2018, 01:45:19 pm »
What should happen if I PU an opponent's Chimera? If it should just be the effect of playing a Chimera myself, then the image & ability of doing so with no creatures in play are derped.


36
Based on cg's thread, there should be the bonus named 'First past the post' that gives 10% bonus when winning with negative or 0 HP. I assume it means that my HP at the end of the last ply has to be <=0 and all the Spinfinite games fulfill that condition, but the bonus isn't gotten. Is this a bug or I am missing something?

Cheers!

Quote
+      name: 'First past the post',
+      desc: 'Win with non-positive hp, or foe loses with positive hp',
10%

37
UI/UX Suggestions / Animations
« on: May 07, 2018, 07:26:07 pm »
Here's the place to tell what animations you would like to see in the game.

For an organizing matter, let's divide them in 2 sets:
  • in-matches: This ones would be seen during the game, will last only a couple of frames and will surely be accompanied with a sound.
  • outside-matches: This ones will be seen in the menus. They can last longer than the in-matches ones and will help with the player experience outside them.

My ideas for in-matches:
  • Card draw: The back side of a card flowing form the deck symbol to the hand. Pretty fast so it doesn't get annoying, specially when playing with decks with a lot of drawpower.
  • Creature attack. I like gow EtG does it, showing the numbers one after the other in the opponent's HP bar while slowly moving up and fading (and becoming smaller?). A low-effort idea can be moving the creature up and down for a couple of pixels and frames while the numbers are shown. The creature moving animation can last less than the whole "show number -> send it up while fading" sequence
  • Spells (to be expanded later)
  • Active abilities (to be expanded later, some of them will be the same as their equivalent spells)
  • Playing a creature
  • Playing a permanent
  • A creature dying
  • Creatures being affected with different statuses (to be expanded later)
  • A permanent being destroyed

My ideas for outside-matches:
  • Winning screen: An animation that shows the bonuses earned one by one with a green "tick" on the right
  • Completing a quest, an animation showing a big pretty "Quest Completed!" label.
  • (in a future) something in some menu saying which Guild won the last Guild League / last events

38
General Game Discussion / Voodoo + Sadism + PU not working?
« on: May 04, 2018, 06:26:27 pm »
When you PU a doll, it supposedly "damages" the new doll. That's why the opponent gets the PU damage bonus. So why don't I get healed when I PU a damagedd doll with Sadism?
I was imagining that Voodoo + PU decks could get an extra bonus from winning in full HP if a Sadism was played...

39
Decks / [nerfed] Orochi OTK (Beware small and cheap combo)
« on: May 03, 2018, 07:43:11 pm »
0159b065rp066u30174g017dr017n9017na077q0067qh018080280b018pj


Orochi (12)
Rage Elixir (18)
Draft (36)
Sky Blitz (72)
2x Parallel Universe (216)
Optional Chimera in case of haxx shield only

Cards: 6 (optional 7)
Extra pro: Can be done casting a Singularity

40
Chroma / "Select element" update (Quantum Locket)
« on: May 02, 2018, 08:47:47 pm »
For quantum Locket, and potential future "select element" cards, PLEASE change the current format.
Current: select any card on play or in your hand and pick that element
My idea: select the element from your quanta pool

Why is that? Because you may want to select an element that's not of any card on the board. The basic example is to activate off-element abilities of creatures and permanents, like Parasire, Tesserract, Clepsydra or Unstable Gas. The other example is to fuel a card that you are expecting to draw and didn't draw yet, of one-offs like combo cards in a OTK where you aim to have the exact quanta you need and no more.

Please. Support a good quanta selection method.

41
Decks / Unupped Spite DG OTK (prolly proof that it's broken?)
« on: April 29, 2018, 03:59:57 am »
084sa034sg015360155q0155t0158u035fu015m1015oi065rp025s10161r01624018ps

This deck can handle Champions flowly, and several DGs. The only thing it needs to be the Spinfinite DG OTK are the 6 SNs.
is it enough to prove that the Writ + Spite should stop at... 10 stocks?

Yeah, it needs some practice to get used to the "Let's see where I need to point the Lockets at", but that's doesn't matter.

42
Fixed Bugs / Save button (Editor) Not working properly
« on: April 27, 2018, 08:40:45 pm »
When I do things in a specific order (coincidentally the one I always do), I can't save a new deck.
My order:

1- Go to slot 10, where I have a saved deck named "_Sketches"
2- Modify that deck, either adding & removing cards or importing a deck code
3- Write a new name in the name box
4- Press the Save button

The new deck isn't created, I don't get the deck as my default deck and my deck in slot 10 didn't change its name.

EDIT: Then I tried saving the deck in slot 9, and got both slots 9 and 10 selected at the same time. Halp

43
Completed Game Suggestions / [] Import code box in the Sandbox
« on: April 27, 2018, 02:10:32 pm »
Could you please add the import code box in the sandbox? It would make sandboxing more agile.

Cheers!

44
UI/UX Suggestions / Menu Redesign
« on: April 25, 2018, 08:20:17 pm »
The moment a new player logs in, what they see is a sea of buttons that can be pretty unintuitive to navigate in (even if it had a tutorial).
This is the place where I throw my ideas about how to redesign the menus. A new menu system will make the game more organized, it will make easier to add new features in the future and newer players would need less an introduction tutorial for every detail they see.

The key of the redesign is easy: Separate the main menu in submenus. I sketched 2 ways to do it: by tabs (my favourite one) and by big buttons to submenus. Spex liked the tab system so I'm going to expand my ideas of it.
Do you know Battlecry form Kongregate? If you don't, have a look at it. Just half an hour. It has a simple and useful tab system that let you see a lot of information in an organized manner, and also a neat and beautiful way of displaying the tabs and saving armies (decks in oetg)

So the main menu is divided in tabs. Each tab can be considered a "sub-menu" of a particular feature or group of features of the game.
To make the player feel comfy, psychologists say that the amount of tabs in a manu like this should be between 5 and 7

What needs to be defined first is the concept. Only after this is defined comes the pixel perfect.
The sketch I was brewing has the following tabs:
  • Barracks (decks)
  • Collection (Your cards, upgrade)
  • Market (buy packs sell cards and trade stuff. Also potential future Auction House)
  • Tavern (PvP)
  • Battlefield (AI play: Arenas, Quests and any future AI)
  • Chat (because the sidechat won't always be there, right?)
Spoiler for Base Concept:



45
Fixed Bugs / Update deck code
« on: April 25, 2018, 03:55:35 pm »
Please update the deck code automatically when we add or remove cards from the deck, not only when pressing the Save button.

Thanks!


The deck code doesn't update automatically when I add or remove cards from a deck, only when pressing the Save button.
It would be better to dynamically update it with each addition or removal of cards, to sketch a deck and send the code to someone in the chat or an offline deck database

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