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    Originally posted by User-400315961 View Post

    I changed it so that the sequencer loads the new card set before it repeats, but it seems to not work still.
    Image: https://cdn.discordapp.com/attachmen...61/unknown.png



    Im not exactly sure how to recreate the reworked Get Card Data function.
    Here is the reworked function

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    The Active Card Data Tables Array is a list of Data Tables types which you can add to whenever you create a new set.

    This should resolve any potential issues with ordering or returning to soon before it can return your card. If you still have the issue after this, then some screenshots of your setup would help narrow this down. Feel free to post them here again or send them through the support email if you want to keep the content confidential.

    Hope this helps!


    Originally posted by Necr0n99 View Post
    I've run into the attacking card (has retaliation and has multiple attacks) + receiving card (has retaliation) loop / damage issue.

    I need the attacking card to receive retaliation more than once if it attacks the same card again.



    I thought to simply check if the attacking card is owned by the current turn player - and if so, do not deal retaliation damage by the player card and end the interaction.

    This should make it so there is only 1 received retaliation per player card attack and allow for multiple attacks on same opponent card with retaliation?

    Been stuck for a couple of days on how to impliment this check and where to break the interaction.... or alternative method to allow this type of interaction = any help would be greatly appreciated. + thanks heaps for giving all of us a great base for a CCG game...!

    Hey
    Necr0n99!

    My first thought would be to add damage types to the damage call that you can then filter when a card is receives damage and optionally run On Damage abilities using this.


    1. Create a custom enum and add your damage types

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    2. You will need to add this to a few function so it can be passed through:
    a. CardInteraction_Interface -> TakesDamage Function

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    b. CardInteraction_FunctionLibrary -> DealDamageToCard -> and Add DamageType input to the function. you can them plug this into the Takes Damage function call.

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    3. In the AbilitiesFunctionLibrary -> Deal Retaliation Damage -> you should now have the ability to set the damage type. Set this to the Retaliation type.

    4. In the 3D Card Blueprint, find the Takes Damage event (should be far right column) and you will see the Damage Type input there. All you will need to do is have a switch that will decide if this is retaliation damage, then skip any ability checks, for example like below.

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    This should remove the loop issue when both cards retaliate. Now if its retaliation damage then you know it will only happen once. All other damage can just be simple or you can add more types and do other cool mechanics/abilities.

    Hope this helps!



    CCG Toolkit | Mutliplayer Card Game Framework: On the Marketplace | Support Thread

    Point and Click Adventure Toolkit | Adventure Game Framework: On the Marketplace | Support Thread

    Comment


      Originally posted by Prototype6143 View Post

      Hey Necr0n99!

      My first thought would be to add damage types to the damage call that you can then filter when a card is receives damage and optionally run On Damage abilities using this.
      Hiya - thanks heaps for the help!!

      I noted there was already a DamageType_Enum with Basic / Poison / Stun (not implemented)... this is used in the Card_Struct.

      I went ahead and created a new AbilityDamageType_Enum and added it to the Ability Struct, created the AbilityDamageType variable in 3dcard blueprint and followed instructions above. Worked exactly as intended from testing. I now have cards that can atack multiple times / multiple targets with and without retaliation... and the retaliation loop error is gone.

      Sweet as

      Now time to try and impliment the base DamageType Poison and Stun on initial attack...

      Comment


        Hi,
        Was passing through a few weeks ago and was wondering if there's the possibility of a community which might focus on helping users get started with your toolkit somewhere on the net, or if a community effort could be made to create one? I'm interested in learning this during my seemingly limited time and wouldn't mind putting some effort into making a contribution to building a community. This depends on how you, and then maybe the existing community feels about it, of course.
        Last edited by Laserbeak43; 06-28-2019, 12:01 AM. Reason: Short and rude post needed updating.

        Comment


          Originally posted by Laserbeak43 View Post
          Hi,
          Was passing through a few weeks ago and was wondering if there's the possibility of a community which might focus on helping users get started with your toolkit somewhere on the net, or if a community effort could be made to create one? I'm interested in learning this during my seemingly limited time and wouldn't mind putting some effort into making a contribution to building a community. This depends on how you, and then maybe the existing community feels about it, of course.
          Hey Laserbeak43!

          This is something that would be really great to see, and I'm sure there are a lot of new users would love to have a place being used and what is possible.

          Time to create and support this to the degree I would like is limited unfortunately, but if there were member of the community who were actively wanting to share and help others, I would definitely be all for it.
          This thread is always open to showcase anything the yourself and the community is creating, and
          If there is enough interest in a discord for something like this, I can definitely make It happen.


          CCG Toolkit | Mutliplayer Card Game Framework: On the Marketplace | Support Thread

          Point and Click Adventure Toolkit | Adventure Game Framework: On the Marketplace | Support Thread

          Comment


            Hi again -O)
            I have Stun and Poison standard attack + Stun and Poison retaliation ability damage types working... way cool.

            I now have a problem with a need to compare a Card Owner ID against the Client Player ID - then branch to set visibility of a Text Render component of that 3dcard Instance based on boolean. [current card != owned by the current player true / false]

            I must be missing something simple here... I am trying to do this in Musticast_UpdateCardVisualStats to set a cards 'taunt' status - i.e. show taunt STATUS TEXT visible on card only if the card is taunt and is not owned by the player (i.e. opponent played taunt card shows taunt text. player owned taunt cards do not show taunt text)... hope this makes sense? Appreciate the help.

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            Originally posted by Prototype6143 View Post

            if there were member of the community who were actively wanting to share and help others, I would definitely be all for it.
            Would be good to have a multi threaded forum - I can volunteer and setup one on a domain...

            I will have more time in August - but happy to get it started and moderate etc...

            I'd like to see how others are working with CCG / solving design and technical hurdles...

            Helping each other learn Unreal in the context of CCG would be good as it appears many of us are new to game dev on Unreal.
            Last edited by Necr0n99; 07-05-2019, 10:12 PM.

            Comment


              My project have no UI for player 2 (the one who join). Anyone get this error?

              It's a fresh project, so i don't think i did something that will break it.

              Another thing. I want to make my monster attack require some mana. Where can i do that?

              edit: never mind this error is in unreal 4.22. when i downgrade to 4.21, it's gone. And the mana when attacking is already available in the card table. my bad for not checking.
              Last edited by kyrllon; 07-24-2019, 02:13 PM.

              Comment


                Crazy Thing, but I added a new Creature Card, and it does not go to the Graveyard at 0 health? Cant find a card option for that..?

                Comment


                  Originally posted by kyrllon View Post
                  My project have no UI for player 2 (the one who join). Anyone get this error?

                  It's a fresh project, so i don't think i did something that will break it.

                  Another thing. I want to make my monster attack require some mana. Where can i do that?

                  edit: never mind this error is in unreal 4.22. when i downgrade to 4.21, it's gone. And the mana when attacking is already available in the card table. my bad for not checking.
                  Hey kyrllon,

                  The board not appearing for player 2 is a known engine issue when entering a match (through the menu) from in-editor play sessions. Starting the match with the arena already loaded in the editor OR running the game through standalone clients should not see this issue.

                  This should be the same result for both 4.21 and 4.22. If there is a specific repro on 4.22, let me know through the support email and I can take a closer look.

                  Hope this helps!

                  Originally posted by Nyfaria View Post
                  Crazy Thing, but I added a new Creature Card, and it does not go to the Graveyard at 0 health? Cant find a card option for that..?
                  Hey Nyfaria,

                  Creature cards should always go to the graveyard when they reach '0' health, if they receive damage.

                  Does the card start with 0 health? I would be interested to see the other card settings being used to see if I can reproduce this on my end.
                  CCG Toolkit | Mutliplayer Card Game Framework: On the Marketplace | Support Thread

                  Point and Click Adventure Toolkit | Adventure Game Framework: On the Marketplace | Support Thread

                  Comment


                    Hi! You wrote many times that card layout can be changed in ViewCard and 3dcard but i still don't get it. I opened ViewCard then tapped on Card frame and then changed image but nothing happens. In 3d card i did the same and nothing happens as well. Also i can't find how to change layouts of all cards not only the default one. I don't understand what i'm doing wrong, can you help me?

                    Comment


                      Hello. I wanted to know how to change the look of the menu in CCG toolkit. Im very much a beginner so feel free to just link me something if that answers my questions. I looked through the files and couldn't find anything that had to do with altering the look/color/layout of the main menu. Thank you in advance.

                      Comment


                        Hi Shofio - I did a quick video for you on changing the card frame - sorry, not good at explaining but will get better: https://www.youtube.com/watch?v=-RShJ3PmU5M

                        Comment


                          Hello again! I found out the folder where the menu was located. Posting my question made me look harder so thanks for the help haha.

                          Comment


                            Hey, is there a chance to have the CCG Toolkit running on v4.23 soon ?

                            Comment


                              Originally posted by t1n1n View Post
                              Hey, is there a chance to have the CCG Toolkit running on v4.23 soon ?
                              Hey t1n1n1!

                              UE4.23 support should be on its way out really soon!

                              If your feeling lucky, you can duplicate your project or create a new project, right click on the .uproject file and select "Switch Engine Versions". This will allow you to open the project in 4.23 and you can give it a go. If you do, let me know if there is any issues on your end.
                              CCG Toolkit | Mutliplayer Card Game Framework: On the Marketplace | Support Thread

                              Point and Click Adventure Toolkit | Adventure Game Framework: On the Marketplace | Support Thread

                              Comment


                                Card Text Question: This question is mainly about the Card Description text but could also apply to the Card Name or Card Type text. How is the text prevented from escaping the edge of the card? And how does the description text wrap (for those longer descriptions)?

                                I'm a noob so apologies if I'm missing something obvious.

                                Comment

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