Flamethrows's Forum Posts

  • 1 posts
  • Hello!

    First, I'd like to say that I'm not looking for a tutorial (unless it already exists, then a link would be helpful), just some pointers and tips; I look up the rest.

    I'm playing around with a passion project, which is a TCG I can play with friends. There's no AI in it, since it's played with friends it's programmed much like a tabletop simulator.

    So far, I got a working prototype with a set deck of cards, deck shuffling, drawing, discarding cards etc; the prototype works well as is for its intended use. The only problem is that it's a TCG, and player's are expected to form their own decks based on the available cards.

    What I would like, is to create a deck builder that would be able to save decks; and then the player can choose a saved deck to play. Either by loading it at the start of the game, or choosing one before starting the game.

    For now, my cards are stored in Animation Frames (so only one object 'card' has all the cards as different animation frames), meaning that they are identified by an unique id (Cards.AnimationFrame) and the play deck is created at random at start by picking random cards and storing them in a 60 width 'Deck' Array (which is great for prototyping, but is ultimately unplayable since the chosen cards are usually unrelated, and also unique (no copies))

    I would like your opinion on the most efficient way to do this; I was wondering maybe storing the Card Library and different decks in XML files, which might be compatible with Excel Spreadsheets -then I can use Excel as a makeshift deck builder-, but I don't know if that's actually a reliable option.

    Thank you for your help!

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  • 1 posts