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CCG Toolkit | Multiplayer Card Game Framework

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  • replied
    Hello guys , really enjoying this tollkit , it is very easy to use overall

    However just have a couple of doubts , I am trying to implement ability activations such as when the player gains life while trigger an ability or when another creature goes into the graveyard will trigger an ability , can anyone help me on how to implement this triggers?

    another question that I have is damage related , I already now how to make the game detected wich type of damage is in play , just don t really know where to put the rules in the most efficient way to what type damage does what (like deatouch)

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  • replied
    When I load into a game I keep getting this error and I am unsure how to fix it.

    Could not find a variable named "PlayerName" in 'PlayerState'.
    Make sure 'PlayerState' has been compiled for Get PlayerName

    The property associated with Player Name could not be found in '/Game/CCGToolkit/Blueprints/FunctionLibraries/Controller_FunctionLibrary.Controller_FunctionLibrary_C'
    I am new to this toolkit as well as Unreal so I apologize if this is a simple question.

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  • replied
    Originally posted by Vegetto1624 View Post

    Ok thank you for the explanation. In summary, if I have not misunderstood, I can simply "empty" the card keeping the image and the outlines and then write the description and everything else through the toolkit. Right? In addition I need to know how other players connect to the game. Are there servers? I just "export" the game and then pass it on to my friends?
    As far as i know, we have to implement our own Subsystem. In my case, i need to add an extended Multiplayer System, which includes an Account-system where people can login to, a matchmaking System to let people randomly fight each other, and optionally some more features(like making it possible to collect/unlock cards by opening packs or something. But well this is not only related to multiplayer).
    I am a beginner, so i am just learning by doing and some Video tutorials, which means that it will be hard for me to implement all of this on my own. Anyway i'll work for it and maybe some day i'll find someone who can help me or i even hire someone to do it

    I've asked Prototype for a discord server about the toolkit. Would be great to chat with other people using the toolkit

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  • replied
    Originally posted by Anonymouse2 View Post

    To my noobish knowledge, the toolkit cards are visually 100% customizable without too much coding knowledge. There are 2 types of card visuals: one is a 2D widget and the other is the 3D card. You set these visuals in your card DataTable (EG BasicSet_DataTable for example). The Frame_texture, Image_Texture, and Back_Texture are for your 2D widget cards while Frame_Material, Image Material, and Back_Material are for your 3D Cards. The CCG Toolkit Documention mentions in the Technical Breakdown section that the "ViewCard" is "...a 2D visual container that can be easily be modified and filled with card specific data without needing to change or risk breaking gameplay related functionality."

    If you open the ViewCard widget (ViewCard_Default might be the precise name), you can change the size of the components to suit your liking. Your example card looks like the picture takes up the entire card space and is frameless. So if you redesign the frame backing to be transparent everywhere except the text blocks and resize the Card_Image to the full card, move/add the desired stats, you should get something close to, if not exactly, what you want. Whatever changes you made to the ViewCard widget, you can do for the 3DCard blueprint. Coding only needed if you add stats beyond cost, health, and attack. I have posted a quick mock up of what I described using the toolkit's assets.
    Ok thank you for the explanation. In summary, if I have not misunderstood, I can simply "empty" the card keeping the image and the outlines and then write the description and everything else through the toolkit. Right? In addition I need to know how other players connect to the game. Are there servers? I just "export" the game and then pass it on to my friends?

    Leave a comment:


  • replied
    Originally posted by Anonymouse2 View Post

    I think you can do that through the CardLayout_Profiles datatable. There is an entry under "Opponent_Default" that may be what you're looking for.
    Yes, it's exactly what i was looking for. Thanks! ♥

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  • replied
    Originally posted by Omis Witwé View Post
    Also, how could i change the position of the oponents cards? In my custom layout, they just appear above the character :/
    I think you can do that through the CardLayout_Profiles datatable. There is an entry under "Opponent_Default" that may be what you're looking for.
    Last edited by Anonymouse2; 08-24-2020, 03:10 PM.

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  • replied
    Its me again! :P
    Is there any discord server where people can talk about this framework? It would be really great to see!

    Also, how could i change the position of the oponents cards? In my custom layout, they just appear above the character :/
    Click image for larger version

Name:	49ef90ab50109b0356f9fc142fbc7223.png
Views:	100
Size:	73.3 KB
ID:	1803675

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  • replied
    I have successfully added my card design using "ViewCard_Default". Thanks to Anonymouse2 at this point

    But now when i view my card ingame at the board, the positions are not the same as from the card in my hand:
    Where do i fix this?
    Click image for larger versionName:	efd87056666a2bc62de1aa8a5ce0ac97.jpgViews:	0Size:	243.2 KBID:	1803553





    Edit:
    Alight i just got it fixed by myself! I had to adjust all the relevant scale boxes etc inside ViewCard_Default as well
    Last edited by Omis Witwé; 08-21-2020, 03:37 PM.

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  • replied
    Originally posted by Vegetto1624 View Post
    Hi

    I'm italian so i apologize for my english. When i discovered this toolkit i fell in love with it, because I hope it will help me to carry out the card game project I've been working on for over a year. I'm very unsure whether to buy this toolkit because i don't know if it is exactly what i need, so please try to answer these questions:

    1) How much customizable are the cards that can be played? I drew cards with a graphics program. These cards are very different from what I've seen in the examples, so I have to know if I can use these cards or I have to redesign them again.
    To my noobish knowledge, the toolkit cards are visually 100% customizable without too much coding knowledge. There are 2 types of card visuals: one is a 2D widget and the other is the 3D card. You set these visuals in your card DataTable (EG BasicSet_DataTable for example). The Frame_texture, Image_Texture, and Back_Texture are for your 2D widget cards while Frame_Material, Image Material, and Back_Material are for your 3D Cards. The CCG Toolkit Documention mentions in the Technical Breakdown section that the "ViewCard" is "...a 2D visual container that can be easily be modified and filled with card specific data without needing to change or risk breaking gameplay related functionality."

    If you open the ViewCard widget (ViewCard_Default might be the precise name), you can change the size of the components to suit your liking. Your example card looks like the picture takes up the entire card space and is frameless. So if you redesign the frame backing to be transparent everywhere except the text blocks and resize the Card_Image to the full card, move/add the desired stats, you should get something close to, if not exactly, what you want. Whatever changes you made to the ViewCard widget, you can do for the 3DCard blueprint. Coding only needed if you add stats beyond cost, health, and attack. I have posted a quick mock up of what I described using the toolkit's assets.
    Attached Files

    Leave a comment:


  • replied
    Originally posted by duskwinter1 View Post
    Hello!

    I'm working on a new currency system for the toolkit, but there is so much integration of the Mana system, I'm struggling. I just want to build a system that stacks based on how much you don't use, not based on player turn. I want the player to gain 1 Mana each turn, but once they use it, it is gone.

    Further break down:
    Turn 1 : you gain 1 Mana. Play a 1 cost. You now have 0 Mana.
    Turn 2: you gain 1 Mana. Now you have 1 but you save it.
    Turn 3: you gain 1 Mana, now you have 2 total. You play a 2 cost card. You now have 0 Mana.
    Turn 4: you gain 1 Mana. You now have 1 Mana to spend. Etc etc.

    Any one can help with this framework?
    I'm a noob, so if someone notices a mistake, please feel free to correct me, but have you tried checking out the "Get Turn Mana" in the CardGame Mode yet? I was looking to do something similar and noticed that it was mentioned in the Technical Breakdown that the "Starting Health and Mana Per Turn calculations" are located in the CardGame Mode. I included a couple examples: One of the stock code you get with the kit and the edit required to give you a currency system that ignores what turn it is. In the example, it demonstrates adding 5 mana on top of whatever mana you had at the end of the previous turn.

    Attached Files

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  • replied
    Hello!

    I'm working on a new currency system for the toolkit, but there is so much integration of the Mana system, I'm struggling. I just want to build a system that stacks based on how much you don't use, not based on player turn. I want the player to gain 1 Mana each turn, but once they use it, it is gone.

    Further break down:
    Turn 1 : you gain 1 Mana. Play a 1 cost. You now have 0 Mana.
    Turn 2: you gain 1 Mana. Now you have 1 but you save it.
    Turn 3: you gain 1 Mana, now you have 2 total. You play a 2 cost card. You now have 0 Mana.
    Turn 4: you gain 1 Mana. You now have 1 Mana to spend. Etc etc.

    Any one can help with this framework?

    Leave a comment:


  • replied
    Hi I am trying to create deck building rules , I want to limit the number of card sets possbile per deck , can anyone help me with that?

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  • replied
    Hello, I have a basic outline of the game and want to make a prototype using this toolkit. I am new to this toolkit and unreal (used unity previously), so wanted to ask questions in hopes of speeding up the process. I tried searching for guides/read manual, but didn't find answer to these questions. So the main nuances of the game I am trying to make (compared to default) are as follows:
    1) In addition to line of cards that stay in play (similar to creatures), there is stack of cards that persist between turns (both player's cards) and start resolving only after neither player adds cards there during their turn. This would function similarly to MtG stack (cards remember their targets and could be changed) and would be performed at the end of turn if player hasn't added cards to the stack. Which place in the blueprint is best suited for adding this type of functionality?
    2) Resources are common (like chrono system): turn continues until player plays a card that costs more "mana" than he has and goes into negative (up to -6), but then opponent gains that much mana (for example at 2 mana, play a 5 cost card -> turn ends and opponent gets 3 mana. So player mana = -opponent's mana). What would be the proper way to change manasystem?
    3) Deckbuilding is done by selecting hero and "aspect", which determine activated/static ability the hero will have (should be viewarble either as an icon or by tapping player icon) in game and what cards can be added to the deck. There is also "extra" deck of 5-7 cards, which can be brought into play by card effects which I would like to see during the game. Again, what parts of the blueprint would be best for changing?
    4) So this might be stupid question and I have missed this, but I would want that cards be automatically placed on the board depending on their card type and targets (ie. not placing themselves, but autoplacement)?
    So my question is what is the proper way to go about implementing those mechanics. Which part of the code I should modify and what pitfalls/nuances should I be aware of?
    Last edited by Naitingale; 08-05-2020, 06:12 PM.

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  • replied
    Hello, was hoping to find anyone converting this awesome kit to a "Slay The Spire" game format?

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  • replied
    Hi

    I'm italian so i apologize for my english. When i discovered this toolkit i fell in love with it, because I hope it will help me to carry out the card game project I've been working on for over a year. I'm very unsure whether to buy this toolkit because i don't know if it is exactly what i need, so please try to answer these questions:

    1) How much customizable are the cards that can be played? I drew cards with a graphics program. These cards are very different from what I've seen in the examples, so I have to know if I can use these cards or I have to redesign them again. Below I leave you an example card to make you understand:

    Click image for larger version

Name:	Garen.jpg
Views:	222
Size:	650.6 KB
ID:	1795746

    Don't worry about symbols or numbers... as far as I know, the game mechanics of my cardgame can be made with this toolkit ^^

    2) Can a player play the game without have this toolkit or Unreal Engine? I took a brief look at the documentation and didn't find much information about how two players can connect and play together. I wonder if it's possible to "export" the game and share it with friends to make them play with each other... in case I will find the way by myself.

    Thank you again for this awesome toolkit and for reply

    Leave a comment:

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