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81
New Card Suggestions / Symbiosis
« Last post by Turlututu on September 28, 2024, 08:44:54 am »
Symbiosis
5 :life
When a non-fungus creature you control dies, summon 2 spores.
When a fungus you control enters play, if you control 3+ non-fungi creatures, it gains adrenaline.

Symbiosis (upped)
4 :life
When a non-fungus creature you control dies, summon 2 toxic spores.
When a fungus you control enters play, if you control 3+ non-fungi creatures, it gains adrenaline.

("Fungi" are so far only Fungus, Toxic Fungus, and their respective spores.)
(Symbiosis is a mutually beneficial relationship between a host and a hosted organisms. Many mushrooms are symbiotic.)
82
Decks / Cyber Wings
« Last post by Septima Rhay on September 27, 2024, 05:17:59 pm »
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027n2047n80a8080180k048140680g0280l0180i018pr

pick your off-ele tech
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83
UI/UX Suggestions / cobalt's UI corner
« Last post by cobalt phrase on September 27, 2024, 02:41:18 am »
gonna keep all my UI mockups in one place for now at least

Spoiler for og bazaar suggestions pic:

Spoiler for visual indicators of how many more cards will fit in each hand (so you don't have to count):
would make it easier to see at a glance whether you'll get your quanta's worth out of a SoB, fractal, etc

several different ideas:

Spoiler for general notes:
  • protected/silenced/singularity tints
    • increased the height from 263px to 272px so that they fully cover the card area (and have a 4px buffer on both the top and bottom instead of just the top)
    • increased the width from 66px to 70px in all but the "shelves" variant (mostly a personal aesthetic choice. i just think the narrower width looks awkward with a lot of the variants)
    • i guess in reality there wouldnt be box shadows on SoB and recoil in the silenced view, but it seemed pointless to remove them from the mockups since the effect tints are just there to show how they affect the visibility of the card slot indicators
  • wireframes (matching existing ui)
    • corner "cradles" reminiscent of og elements




    • "trays"




    • "shelves"




  • skeuomorphic "divots" for the cards to sit in
    • abstract (gradient "shadow")


      Spoiler for gradient deets:
      height: 28px;
      background-image: linear-gradient(hsla(30, 5%, 8%, 0), 85%, hsla(30, 5%, 8%, . 8) );


    • not sure how to make more realistic-looking ones except by editing the background image and i'm not really up to that task atm


  • card "ghosts"
    Spoiler for this is the idea i thought of first and honestly i don't think it works too well:
    Spoiler for deets that apply to all three:
    e.g. for the very bottom card slot:
    <div class="inst handinst emptyslot" style="left: 100px; top: 500px;">
        <div></div>
    </div>




    .emptyslot {
        overflow: hidden;
    }

    .emptyslot:not([style*="top: 200px"], [style*="top: 500px"]) {
        height: 32px;
    }

    .emptyslot>div {
        height: 64px;
    }


    • i feel like cyan is a good color to represent "theoretical future cards"


      Spoiler for gradient deets:
      .emptyslot>div {
          background-image: linear-gradient(rgba(0, 255, 255, 0.4), 15%, rgba(0, 255, 255, 0) 60%);
      }


    • different style


      Spoiler for gradient/shadow deets:
      .emptyslot>div {
          box-shadow: inset 0 0 8px rgba(0, 255, 255, .3);
          background-image: linear-gradient(rgba(0, 255, 255, .2), 40%, rgba(0, 255, 255, 0));
      }


    • beige stands out better from the various effect backgrounds and also seems like a good color for "theoretical" cards


      Spoiler for gradient deets:
      .emptyslot>div {
          background-image: linear-gradient(hsla(45, 40%, 75%, 0.4), 15%, hsla(45, 40%, 75%, 0) 60%);
      }

      but, any single color is going to have the problem of blending in with certain cards, which is a major reason i think "wireframes" and "divots" work better than "ghosts". not to mention the tangent issue with the card backside art (could be fixed by adjusting the card spacing, but like, why)



84
Game Suggestions / Re: Graveyard seems to intercept Reaper used on friendly target
« Last post by serprex on September 26, 2024, 11:12:15 pm »
This is based on original behavior with graveyard/afla/phoenix/skull interactions
85
Game Suggestions / Graveyard seems to intercept Reaper used on friendly target
« Last post by Elemensch on September 26, 2024, 10:32:17 pm »
Tried fooling around with the Reaper / Infected / Skeleton Axe sample, adding Graveyard and a few other cards.

When Graveyard is on my field, the Reaper used on an Infected results in a single 2|2 skeleton.

When Graveyard is NOT in play, the Reaper used on an Infected results in a single 8|8 skeleton.

Ideally I would like to see Graveyard + Reaper result in two skeletons (both 8|8 and 2|2).
86
Decks / Re: Sunscorch
« Last post by Septima Rhay on September 26, 2024, 12:57:44 am »
066qr026u00171r0177i02781017ak027eb017gs027jo027la037kk017nn037qs027q502810018pq

Spoiler for replay:
{"date":1727312451408,"seed":3605844572,"set":"","players":[{"idx":1,"user":"ArgoGm","name":"ArgoGm","deck":"0c7780177i0677j0677g0177c0277h027q4018ps"},{"idx":2,"user":"Septima Rhay","name":"Septima Rhay","deck":"066qr026u00171r0177i02781017ak027eb017gs027jo027la037kk017nn037qs027q502810018pq"}],"moves":[{"x":"accept"},{"x":"accept"},{"x":"cast","c":12,"t":0},{"x":"cast","c":9,"t":0},{"x":"cast","c":14,"t":0},{"x":"cast","c":22,"t":0},{"x":"end","t":0},{"x":"cast","c":49},{"x":"end"},{"x":"cast","c":11,"t":0},{"x":"cast","c":22,"t":0},{"x":"cast","c":16,"t":49},{"x":"cast","c":15,"t":12},{"x":"end","t":0},{"x":"end","t":48},{"x":"cast","c":4,"t":0},{"x":"cast","c":25,"t":0},{"x":"end","t":0},{"x":"end","t":60},{"x":"cast","c":25,"t":0},{"x":"cast","c":10,"t":0},{"x":"end","t":0},{"x":"cast","c":54,"t":35},{"x":"cast","c":35,"t":36},{"x":"cast","c":36,"t":2},{"x":"end"},{"x":"end","t":0},{"x":"cast","c":40},{"x":"cast","c":57},{"x":"cast","c":46},{"x":"end"},{"x":"cast","c":8,"t":0},{"x":"end","t":0},{"x":"cast","c":46},{"x":"end"},{"x":"cast","c":13,"t":0},{"x":"end","t":0},{"x":"cast","c":62},{"x":"cast","c":46},{"x":"end"},{"x":"cast","c":29,"t":0},{"x":"end","t":0},{"x":"cast","c":46},{"x":"resign","c":1},{"x":"cast","c":42,"t":40},{"x":"end"}]}
87
Decks / Re: Sunscorch
« Last post by Elemensch on September 25, 2024, 05:50:02 am »
Okay, got this working a bit, very luck-of-the-draw though:

046qs036qr036u00174a0177i027b10477u037eb037kk027qs017t903810018pq
88
Decks / Re: Experimental decks
« Last post by serprex on September 23, 2024, 07:24:31 pm »
imgur can be annoying, the direct image link is `i.imgur.com`
Code: [Select]
[img]https://i.imgur.com/zqIOtZB.png[/img]
89
Decks / Re: Experimental decks
« Last post by BGA_NICE99 on September 23, 2024, 05:45:59 pm »
Dispersion refocus
037af037b1017am037ap067jp037kf047kk047k4037qq018pq

  • Pillarless.
  • Time consuming.
  • Weak, especially to AOE.

Spoiler for 351 pick up:

Eutrophication (a variety)
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Uh... anyone knows how to attach screenshot on this forum correctly?
90
Events / Re: Team Card Design: New Weapons
« Last post by Septima Rhay on September 23, 2024, 02:29:47 pm »
Awesome new weapons and earth spell.  Well done design team.  Thanks to Niharia and Manuel for testing as well.  Nice to see Tornado improved as PC and other developments (i.e. Firebrand active).