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Found 20 results

  1. Card Game

    So I'm in the works of making a card game. Now my only thing is I'm a little stuck on what to make the cards. I'm thinking of doing an anime mashup of cards. What do you guys think? Anime characters, game characters, or the big one....Marvel vs DC cards. Now a brief overview is all Creature cards will have the basic attack skill and then an additional skill. There will be attachment cards but they are no good for battle, only for buffing your characters while in battle. I'm just seeking some feedback.
  2. Hello! I'm looking for a bit of help regarding pencilcase's Card Game script. As it stands, it basically uses the default battle scene as a turn based card game. The problem I'm running into is that there is no way to toggle the card game mechanics. This means that I can't use the actual battle scene for...well battles, while having the card game used for minigames and the like. So, what I'm looking for is a way to toggle the card game battle mechanics, either by use of a script call, binding the mechanics to one certain actor, or by use of game switch, any of these would work wonderfully!
  3. Abstract: This is a card battle game. It will consist of characters from many anime and video games. There will be exciting battles and many cards to collect. Genre: Puzzle, Card Battle Game Progression: This progress of the game is roughly 12%, it has a long way to go but I would like some feedback on the general idea of the game. Recruitment: Not recruiting at the moment. So far this is a single man project. Story / Setting / Purpose: The story so far is that there is a disruption in the Space Time Continuum due to your past mentor's experiment. This rip in space and time causes a black hole to act as a portal to send you these powerful cards. There is one major foe who is seeking to obtain these cards and use the power for himself/herself. You must collect these cards and defeat this foe before they complete their goal. Cards: The cards stats are based on their rarity. For example if a card has a rarity of 2, then all of its stats are 20. Atk, Def, Spd...etc. All cards will have different abilities which will make for a great change during battles. Also there are special Trump Cards for every set which have the ability to destroy an opponents card, but to use the ability it takes some charging so plan carefully. Card Total: 280 [so far] Character Bios: There are no real main characters. There will be regular people who have a hold of the cards. Special Guest Characters/Teams: The special guest teams or characters will be those of whom you know. Team Valor, Instinct, and Mystic will play a role in this game. Credits: Tilesets DS Tilesets Scripts Moghunter Yanfly Victor Sant Woratana Screenshots: Features: There will be puzzles to solve to obtain certain cards. I will eventually hold an art submission contest where I will be using your OC's and turning them into Trump Cards with in the game. If I get an overload of OC's then I may make their own set with the best submissions as Trump Cards and the others as regular cards with rarity levels.
  4. Card Battle Game

    Sorry, Guys, I'm gonna make a new forum. Gotta re-work a lot on this profile. I'll get back to you guys. But I'll show photos on the next forum
  5. Card Battle Script

    I have a series of scripts to help me with a card game but I'm stuck. I would event this but I'm trying to avoid 2 copies of every skill. Here are the scripts: Card Battle Script Card Battle System Shop Addon Card Battle System Special effects Pets and Summons Battle Summon My only problem is the Card Battle Script. Everything is perfect except that my opponent does not use a deck and all actors are given decks. I need to be able to choose which actors use a deck. I need this for my summon skills to work. I will be very grateful to anyone who can help. Other things I want too(optional) The actor can search a certain card in their deck
  6. CARD GAME BATTLE SYSTEM by Thaletos Description: This script allows you to battle through a playing cards game. Actors now have cards that they will use to battle. Cards are stored in decks. Each actor has it's own deck that can be modified inside the Deck Menu. Only one actor can participate in battle at once. In battle both the actor and enemies will play hands of cards in turns that will determine the skills they will use. Different card styles will result in different type of skills used. For the battle rules and a more detailed description read the head of the script. Instructions: Instructions are explained at the head of the script. This is not a plug-and-play script, it requires lots customization, so read the description and the instructions carefully. Feel free to ask if anything is unclear. Screenshots: Skills menu Deck menu Selecting cards in battle Battle screenshot Although cards are shown here by text, you have the option to assign an image to each of them. (I don't have images yet, that's why the text is shown) Terms of Use: Free for non-commercial use, just give credit. Please don't use in commercial proyects. Script: Version 1.4 ~ CardGameBattleSystem.txt Demo: CGBS - Demo Notes: - This is my first script so it's likely that there will be some bugs, but I'll do my best to fix them. - I appreciate any kind of feedback. - I wrote this script because it suited the project I'm currently making. I hope someone finds it interesting too. - I must also thank this community since the little RGSS3 I know I learnt it by browsing these forums.
  7. Trading cards as skills!

    I had an idea for a Digimon type of game. You use trading cards so the human can fight the evil digimon but... how can this be done? Enemies have a drop rate and when a card is collected, it is loaded into a mini deck, where they can be stored for later. Some cards create techniques, others create stat boosts and even summons. Not all cards stay though; some only have 1 use before vanishing (usually common and uncommons) EXAMPLES If the player uses 'Agumon; Pepper Breath' , they can use that technique. This card leaves since it is very common If the player uses 'Titamon; Soul Core Attack' , they use the technique. This card stays since its Super Rare. If the player has 'Ogremon; Hone Konbou' ,it gives them an attack boost. The card stays since its a stat booster Anyone think this is a good idea?
  8. Can anyone edit "Remove enemy waiting until all actors finish their turns" and "Automatic choose/pick/move to next turn" from this script? You know, like an deafult rpg battle style but with card battle? I really love this script but the enemy doesn't do anything until you finish turns. Because of that, having AGI stats is do nothing... EDIT: I add the script/code here now just in case
  9. So I'm looking a battle system script almost same as "Yu-Gi-oh" or "Megaman Exe/Battle Network" (but with RPG style!) or just any card battle system (not a mini game!) where you draw a hand of 5 cards/chips from a deck of 40 cards/chips in fight. And draw a new 1 card after end turn. I found this for good example and really really good script but there's 3 problem: - Not compatibiluty/working when using ATB sideview battle system or (probably) other battle system - The enemy will never move/attack until you finish your turn - You have to select/choose "End turn" to finish your turn and move to next actor and select/choose "End turn" again. I'm using ATB Sideview Battle System found in somewhere japan site. You can find the download by clicking "ダウンロード" button. I'll add screenshot if you need it and can't read/found the button to download it. Sorry if this request was too big and way too much. Can anyone help? Or could i make this without using script?
  10. ONE PIECE - TRIPLE DUELS I~III, Diamond & WAR OF THRONES Latest version : OPTD I v2.10 Extended Edition, OPTD II v4.20 AIO Gold Edition, OPTD III v8.20 AIO Gold Edition OPTD Diamond v1.03 AIO Diamond Edition OPTD IV War of Thrones v3.03 Grand Line Part 1 +GAME DESCRIPTION+ It's a Card Collection & Role Playing Game based on ONE PIECE (a Japanese manga series written and illustrated by Eiichiro Oda). +STORY+ +CHARACTERS+ +FEATURES+ +SCREENSHOTS+ +DOWNLOADS+ +CREDITS+ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  11. I am making a digital board game on RPG Maker VX Ace based on the main character of our project Bobbi Ficus (Paglalakbay ng Diwata). The name of the digital board game is Bobby Ficus: Berry Rogue Hideout. When the players, lands on the "Random Encounter" or "Surprise!" spots, they must pick the corresponding card. What the challenge is, is to create the design for the backs of these two cards. The words "Random Encounter" and "Surprise!" must be written on each's appropriate card. Design styles should compliment each other. The designer of the set, that is selected, will receive $20 US via PayPal or Western Union, and be listed on game credits. If winner decides they do not want compensation, we use the money to support a RPG Maker Game Dev project on crowdfunding (This funding will not go to a project that JABHA Creativity or MinisterJay have vested interest in). NOTE: New deadline is midnight between Sunday and Monday, tomorrow night.
  12. Hey guys, Im currently messing a bit with Raizen's Triple Triad script. I guess many of you remember the old Triple Triad card-minigame from FF8. Im currently adding the Elemental Rule to Raizen's script and wonder if you have simple ideas how Triple Triad could be improved without changing it into a completely different game? As the cards have four corners and the numbers are on the top left corner, we still have 3 spaces left to put other stuff. To me that makes just sense to use all the space, it limits the scope and prevents the cards from becoming too cluttered. The elemental rule Im working takes the upper right corner, so we have 2 more left to put numbers/icons to them. Here are some of my ideas that would fill the 2 left card corners: 1. Type/Family In addition to their element, a card could also feature a type (like goblin, angel, demon, undead). Each type would be strong against another type and gain +1 against that type when you place it adjacent to it. For example placing a Angel next to a Demon would increase the Angels touching side by +1. Please note this only counts when you place a card. The question is if this rule is good enough so that it justifies taking up a whole corner of a card. 2. Special Effect / Ability My main interest right now. There could be a bunch of special abilities and each card can only have one (or none). This would make the game much more tactical and interested. The biggest problem is coming up with clever ideas without breaking the design scope of Triple Triad. For example, if you play a card with the Clairvoyance ability, it would make the cards in your opponents hand visible, just like the open rule had been used (only on your opponent). But Im having trouble inventing other abilities, I would like to see a dozen or so. 3. Power Points This is not related to the cards but would be a new rule: In addition to fields that feature an element symbol there could also be power points. A card placed on a power point would gain +1, in addition to any elemental effect that might be there. This would enable a Fire creature placed on a Fire+Power Point space to gain +2 in total. Placing a water creature on a Fire+PowerPoint space would result in +0 (the power point cancels the fire negative effect on the water creature). There would be a maximum of 1-2 power points per game, sometimes also 0. This rule would be especially interesting when you begin with your opening move: Do you place a card on the PP in order to gain +1 but accept a (possibly) less-optimal location for your card? 4. Higher Numbers Finally I would like to increase the number values on the cards a bit. It would limit it to 1-digit numbers (because 2 digits take too much space). But instead of just an A, there would be higher values symbolized by B, C, D, E and so on. Z would be the new A, although I don't think numbers would ever be that high. This just adds a bit more freedom to card design (and the computer would calculate all numbers anyways so there is no hassle with numbers VS. letters). k, thats all for now. Would be very interested in your feedback guys!
  13. Hi every body. So i'm planning on making a fighting card game. But i'm not sure how people will react to this game, is it boring? If i release this game will you guy want to has one copy? should i keep developing it or drop it :? I hope you guy can give it a minute to play & give me comment about this game, thanks You guys will need this to play Enter it's serial (at the bottom of the card) when the game ask you for monster's ID You can try this serial if you find it too hard to win: dvjj-162wn Download link: http://www.firedrive.com/file/D7FFC17FD3E3E27A
  14. Partner Card Script

    I need a script where you can hire and fire actors from your party through a menu, like the partner cards from Phantasy Star Universe. I know nothing about scripting so I'm not sure how hard this would be, or if it can even be done. Please consider! *EDIT* I also would like a script where a character can "evolve" like the Partner Machines in Phantasy Star Universe.(This is not required, I would just enjoy adding this to my game.)
  15. pencilcase's CardGame Skill/Battle System This script changes the way actors aquire and use skills. Instead of each actor having an own set of skills, the party now has a card collection of different cards, each card representing a different skill. With this collection, each actor can now create a custom deck to use in battle. If you have ever played a card game like Magic: the Gathering or Yu-Gi-Oh you can imagine how combat works. Actors take turns and draw skills, then use as many skills as they want/can until they choose to end their turn. Once all actors are done, the enemy troop moves regularly. This scrip however is not a tool to make a "real" cardgame. Its goal is to combine card/deckbuilding elements with classic rpg combat and not to create a YuGiOh spin-of. The script replaces the skill command in the menu with a deck command, that grands access to the deck building scene: Actors Deck Collection Selected Card + Help Window From here, you can add and remove cards from your actors deck. It has also an inbuild filter to show only certain cards in the players collection. As you can see, skills are no longer visualized only by a symbol and a name, but a real card. This card shows Name, MP/TP cost, description text, card number and two additional features - a type and a rarity (at least thats what I called them, they are nothing but a symbol and a word, their meaning is your choice). The color of the cards background can be determined via the damage element: Doesn't matter which one of them you choose, they all hurt. If you want your cards to look even more special, you can choose to draw them with a custom window skin: This one I have drawn myself, is Those and other excellent window skins you can find at it not the most beautifull piece http://windowskins.rpgmakertimes.info/ of art you have ever seen? And if you don't like my layout, just use a custom card image: This image was created with the MagicSetCreator. The battle scene also got a makeover to display cards instead of the help window: It also adds a indicator of the actors remaining deck cards. Poor Terence ran out of cards to draw... For more detailed information what the script does, read trough it's instructions and options. Script (v1.09): http://pastebin.com/kSfivDqV Shop Addon (v1.01): http://pastebin.com/P6aRTyxx Addon for special states/equips (v1.00): http://pastebin.com/2dyeGWEP Booster: Terms of Use: Free for not commercial use, as long as credits are given. Please do not use this script in commercial projects. Demo: I won't release a demo. Please read script instructions carefully. If you have any questions or feedback on how to make them more clear, please contact me via pm or in this thread. Thanks: DiamondandPlatinum3 - without his tutorials this would have not been possible. Yanfly - looking through his code helped a lot whenever I was lost, especially the Instant Cast script. And the nice fellas in this community who answerd my questions, especially our code fary who got me interessted in all this mess that consumed the last week of my life... Final note: The main reason I wrote this script was not because I needed a card game script, but because I wanted to learn rgss3 and ruby. This means that this is by far my biggest script so far and if you choose to use it, expect to find the one or other bug. But I ensure you, I am more than eager to fix every single one of them! Also I found myself enjoying reading through other scripts, seeing how others do this and that. And if any scripter out there feels the same and wants to take a look at my project, I would appreciate any feedback, and even if the only feedback you can give is: "Script is a mess, I don't understand a word, pls re-write!" (http://imgur.com/a/Gp4Oy#0 Imgur album of most of the the pictures in case they won't show up for any reason.) EDIT: Since it's creation, many people brought up a whole bunch of ideas on how to improve the script. I'd like to thank the people over the next three pages in this thread for delivering so much feedback on this project. I love you <3
  16. YUGI-OH STYLE! GREAT!

    Heyyyo everybody. After i try playing YuGi-oh BAM pocket android game (It's a fast version of Yugi-Oh series - I think my current deck is invincible heehee ) Download it here if you have interest: https://play.google.com/store/apps/details?id=air.com.konami.ygo&hl=en you can add me Jimmy Cuong and try a taste of greatest power jaja Ok back to the main topic After playing YGO Bam Pocket i want to make a card game Hmm .... but i'm not sure how to store cards' information, amount, effect.. Do you guys have any ideas, plz tell me. ( I don't ask how to script them, i just ask about idea ...)
  17. Hello everybody. I have some idea for a card game, it's going to be like this: - Each player has 15 cards - They can't have more than 3 cards in their hand - Each card after set on the desk can move around, they will have their own HP, ATK, DEF, Move range. ... - Player control their cards (monsters) attacking enemy's until one player has no monster left - Players must set no more & at least 1 monster card on the deck & max of 1 support card each turn (optional for support card) - Who doesn't have any monsters & can't set any monster on the deck is lost! ---------------------------- Any suggestion for the game I'm glad to hear your ideas
  18. Hi everybody I'm starting with a new game and I'm searching for the right scripts but can't find anything , I don't know much about scripting so I want somebody to write a whole script for me or tell me where I could find the script I'm searching for. So at the beginning you should be able to choose an actor-hero (just 1). So for example we got 5 heroes and if you choose 1 the others will be unavailable for the entire game. Then I want to have the capture system. Your main hero will stay forever and the others are changeable. Every character need to be shown as a card when you want to see the details. The characters need to be separated from each other. So for example a peasant will be an common character and an angel a legendary character , these details should be on the card. Blood brothers from mobage games is an example how the characters should be presented. Then I want to have a buy cards in shop system, so characters should be able to be bought from the shop but randomly, so you will buy a pack cards (maybe max 5cards in that pack) and randomly will the characters comes out, legendary characters will be very difficult to have from a package and common very easily. You should be Able to store your cards and the one youre using will be the equiped cards, Every card will have level 1 at the beginning and legendary can go to level 99 but common for example only 30. The cards that you don't need can be sold to the shop of you can sacrifice them to make a character stronger so 1 character you chose will gain experience. It needs to be a sideview battle like the scripts from victor engine and it would be great to put an active time battle in it too. And the characters that are fighting needs to be 5 characters (your party member) And I want an evolution system like Pokemon but no through levels but with fusions. So 2 the same cards will give an evolution and it will also change the status for example common to uncommon. Thanks for the people that wants to help me. I'm sorry for my English mistakes because its not my first language.
  19. Card dual Request

    Greetings one and all , I have a slightly weird question , i have figured out how to do this with a modified standard set up by using a combination of scripts and a lot of data-basing , but it would be a lot easier if there was a script for this type of thing , i know there is one out there (Tomoaky Simple Card Game Script) but it does automatic battle. Basically what i am asking is how would i modify that script to where its not a automatic combat , and or is there a card dual script that i haven't found as of yet ( i been looking for 3 1/2 months for one,lol) i also know there is one for a mini game thats based out of FF series , but that's not what i am looking for either. basically i want/need a script that allows a player to : Build a deck Select 3 or more cards to be active and allows for cards to use ability's (probably just skills assigned to the cards in the database which is what i am doing now ) ***On a side note , if you are a scripter who thinks they can do this as a script and if you would be willing to do so , please contact me as i may be able to afford to pay for this as a script if the price isnt too high , also this is for a noncommercial game so i would not be making any profit from this at any point*** Or if this isnt possible or feasible , how would i combine the set up i have now so a player can still walk around maps and such ? the way it is set up now is using the show picture function for the battle boards and such , so would it be possible for me to place a script call or a map transfer to the battle map in the player menu ? so when the player is ready for a dual/battle they can go into the menu and click that ? or something similar ?
  20. Thex Card Roulette

    Part of: Thex Tutorial & Demo Systems note: The tutorial is in the Demo DEMO: Thex Card Roulette (More like Slots...) What is this? "Welcome to Card Roulette tutorial, by Titanhex This is a beginner to intermediate system. Remember to credit me for the card graphics." Inside this demo is a set of events. You only need 4 of them, the lever and the 3 cards. It's not a terriblely difficult system, so long as you understand 4 things. Loops, Variables, Conditional Branches and Switches. Inside each event is a set of comments that explain the event, what it's doing, and how it works. This is pretty much a slot machine with cards as the graphic. If you truly understand how it works you can expand on it to make it even more involved. Pull the lever to make the cards appear. They change, and you have to hit enter to stop them. Line up 3 of the same for a jackpot. If you get only 2 in a row you get a smaller prize. You'll be responsible for adding the price yourself, but if you know how to set up an Inn you should be alright. You could even do a lock system which shows broken and unbroken keys. You need all 3 unbroken keys in a row to unlock the chest. With a little bit of tweaking you could also turn this into 3 card blackjack. Give it a whirl. I actually had fun playing it after making it.
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