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    posted a message on Yugioh mod request

    I have made an interesting observation; duel disks in the show, have three primary shapes in general. At least, in the blade. You have:

    1. A straight bar. This can be seen in pretty much any Arc V disk, and many others. Another notable reference, is Jack Atlas' hybrid disk. While it also connects to his Runner, it's mostly just a line with a chink at the end. He is far from the only Signer with a bar as a blade, Crow, and most other note worthy characters in 5Ds also use it, his unique shape and bold deviation make a very good contast. This is the second least common type of blade.

    2. A "V" shape. This can be seen in pretty much all the disks in the first season, as there were two, and the other one only a single story arc. This drops in popularity increasingly quickly. I doubt that there is a serious duelist who uses this blade come 5Ds until Arc V brought it back unless it was a modified version of the Battle city disk like Yusei's. Thus, this is the least common type of blade.

    3. A curve. While I don't know the slope, an important note is that they all share the same approximate slope. It's odd. No matter how much time spans, it maintains it's curve. This type of blade is the most common, likely due to its ergonomic shape, however that is up for debate. It's first appearance is likely in the first season, but it's most notable, is the borederline entire GX cast, with few exceptions, and being a common staple in the later seasons.


    See for yourself: http://yugioh.wikia.com/wiki/Duel_Disk

    I found all the similarities quite odd. And I don't count frills and accessories, that could make like, twelve categories, and would be a mess. It's odd, but I haven't seen a similar pattern yet in the way Duel runners are made, given that worth a darn camera angels only tell so much. I can tell there is one, and I will share my results after I find them.


    While I'm here, just a notification. If anyone has any questions at all, I'm always open to listen for now, but I am going on Holiday for a week come Monday, and can answer after, but not during. I would if I could, but I can't so I won't. Progress is slow, but I'm extatic about how well its coming together. Believe it or not, Duel Runners and Duel Disks have been the hardest nut to crack thus far, I thought they would be the easy part, and the dueling system would be the hardest. Naturally, it was backwards. Raise your hand if you don't have DevPro or YGOPro insalled. If you raised your hand, and you care about Yugioh (I don't know how you found this thread otherwise), go install it. It has a deck builder/loader, and it's automatic, as well as allowing you to duel with fellow duelists worldwide. It also has an API or something, the information is pretty unclear, but regardless, I can just tap into that if need be, and you will just need to install it to a magic folder or something. Half an hour to figure out. Disks and Runners? A month and a half. Just WHAT? Now that was an inconsistent month because life, but a month none the less which is crazy! But there is so much I want to consider. Magic keybinds? Realativly doable. Make a thing be (50000000000 at a random guess) different things? Not so easy, especially when it has a functionality. That's why Tinkers is still in technical development. I don't need that much functional variations, mostly just visual ones. But a lot of visual ones. And staying true to what already exists is odd, I'm forcing it into a different everything, I have to sacrifice a bit, and on both ends because whose heard of a 2D Duel Disk? Anywho, it's one in the morning, I digress. I hope I wasn't too confusing. I get that way sometimes, and it's pretty bad when I'm tired, which I am. I also can't seem to stop myself from ranting, like these last few sentences have shown. Oh bother.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    Wouldn't be the first time....


    *whistles innocently*

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request
    Quote from tim4242»

    If you ever need any help you can ask me I have been modding for over a year and programming for longer then I can remember now. But I can't work on this full time as I have another project but when thats done and you're not finished I will propably help you full time.


    Will do! I'm still learning Java, and still learning Forge. If I don't understand something, I'll send you a PM.

    Quote from chimera478»

    And I am willing to showcase this mod once there is a release. I will try to help any way I can.


    Awsome! I will let you know when we have the first release immediately. Spreading the word would need to happen ASAP. Because I have some plans. MWAHAHAHAHAH!

    Quote from Black_Saturn»

    Vehicles coding is needed... For D-Runners!

    I present to you... The Prototype!


    Cool! But we don't have any code to go off of yet. I'm still learning, so one of the safer routs is to pre-plan. I don't trust myself to not make an infinite number of mistakes, so if it's already strutured, I at least feel safer. I won't stop, until it's done, don't worry. Modeling just happens to be a million times faster than my learning. This is a huge project, even if it weren't my first mod. It will take lots of time. I'm sorry, but there will be waiting. I can tell you that the plans are elaborate, and going very well, and are in my opinion amazing. YuGiOh has so many aspects to it, and I love how much I can exploit and use for the mod. But it's not all encompassing. They don't touch Egyptian mythology much, but it's still supposedly it's roots. I need more, and I found some sources, but they're not consistent. Then, there's not much studying on the way they did stuf, because even the Egyptians didn't know what they valued, and it changed every few generations. That's just one of my conundrums, but little did I know, they were to be expected. So it's a long tedious process, I didn't realize how bad, but I love it! I really won't stop till it's done, but it is taking a lot of time. Just thought I'd say it, because we keep bringing up how fast it's coming together, it's not fast at all, we're closer to the starting line than the finish. But it is coming together, and in the end, I feel that's more important than rushing through to make a half inspired mod, that doesn't do what it says on the tin. So. Now that I have fully uninspired us all, and killed that excitement, before you get mad, just remember, I want to bring YuGiOh back. To some degree, it's still there, but in the majority, it's just the competitive scene, and the people who watch the shows, (and the mounds of shipping fanfics,) so the game, as less new people are joining than people getting frustrated and leaving, dies slowly, but surely. That's not something any of us want. So, this mod, if done well, goes beyond YuGiOh, and brings new people in, the game will at least not die as fast. Konami isn't afraid to pull the plug on us. They did that to how many beloved games? I don't have a list, but it is a lot. If the community drops because of a specific card that is broken beyond all meaning, they'll just cut YuGiOh, because it's hard for some of them to think outside of Japan, and they're making more money there, in gambling Platchinko games (totally misspelled). I don't wanna lose this game I've grown up with. I don't wanna lose this community that I both love, and hate. This game, and how people react, have taught me many things, and pulled me through some hard times. I can't be the only one who feels that way. The only way to get new people in, is to recruit. They aren't going to get any footage in the competitive scene, unless they're determined. I don't see any were else they can go. So Ima make one. That's a goal of mine. It will work, but people need to know. Sorry, I ranted. But it's true.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    On a separate note, I might have to divide the mod into a couple pieces. Core, Mod Interaction, Shadow, Duat, Ener-D, and DuelMonsters. Each one would be a separate bundle of features, but would ultimately give me a bit more leeway for my inevitable beginning mistakes. This will be my first mod, I'm going to derp hard. By splitting it up, I hope to minimize the goof ups' effects.


    Just a short PSA.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    I hadn't thought of using DP as a rating chart. I was going to use it as a currency that let you input the pin at the bottom left of the cards, to "print" specific cards. If you have played any of the official games, most of them have that form of interaction (to my knowledge, I've only played 7 trials to glory) and it's well balanced, in that you need to gind DP against NPCs to get the deck you want. Each card costs about 10 000 DP, and if you're off by even a little bit, your DP is wasted. However, for 100 000 DP, a machine that can output three to five cards if you don't mess up. It gives the cards you have IRL a meaning in-game. The formula for getting DP, is pretty dynamic, unless you know the AI, you will have a different match, and a different amount of DP received. Even if you lose, you might get more DP than your opponent. It's a cool little system. Overall DP as a ranking system, because of the way it's set up, I think is what the rankings will be now, because it shows how close a match was, and to a degree, how hard you fought back. In my opinion, that is better than just a W/L ratio. I will keep the currency, but all the DP you've ever gotten is you rating.


    Problem being: that doesn't bode well for a small group. I wanna have a duel with two of my good buddies, who are learning, if they don't have the DP, or the rankings to duel me, they just can't, so I have a harder time to teach them. I'd pity my junior high teachers. So, the optional white/black list will still stand, for those reasons.


    In short: thank you Tim! Those are some neat structural whodidies I wouldn't have thought about without you. Sorry it took so long to reply, as you can probably tell I had to mull it over a bit.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    I just had a thought, and I don't think I know what to do from here. What about a battle royal? You could have up to sixteen duelists, and there would be no teams. I would like your opinion on this, preferably ASAP, because I can't write the pseudo code for the duel, until I have the system planned out.


    I also had the idea as I was writing this, to have a scalable tag-team. The traditional 1v1, and the 2v2, but also a 3v3,4v4,5v5 ect. with everything in between. So, a 3v2 could happen, as could a 2v1.


    There would kinda have to be a config file, to balance it out. If Johnny is terrible, and Jack and Simon are good, you would want to stop them from teaming up against Johnny for DP. But, if Johnny is amazing, and together Jack and Simon can't beat him, then Johnny should be rewarded with more DP. But Johnny and (as an example) Seto Kiba, should never ever be on teams, unless the players wanna try it. I'm in two minds with this one. Lemme know what you think.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request
    Quote from Black_Saturn»

    It's Alice in Wonderland... Not waffle... It's a cobblestone path...


    So far off. Wow. I could not have been further. Yes I could have, but not too much. I have officially facepalmed through my skull. Good job, an albeit minute achievement. I now have to look over all my work and ask, can I trust such a failure to not happen? Thankfully, we are still early in development.


    On the subject of uncommon decks and Alice in Wonderland, have you seen the Doll part Archetype? It's GX anime only, but it might be interesting to try. Thank goodness this ordeal might be useful. Perhaps after the main release, and re balancing inevitably, and fortifying whatever, an optional anime effect/ruels expansion might be worth a shot? Nice to note at least.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request
    Quote from Black_Saturn»

    How can you tell I play Madolche from my profile pic??? It's two very different things...

    Anyway, I started with Artifact deck just yesterday...


    Lol! I jut looked a little harder. Thought the floor was a waffle! Didn't look twice, it was relevant enough. This is naturally a Yugioh related forum. Wow, biggest derp in a while. *Patts on back Good job me!


    Anyway, what is an Artifact? Never heard of them. Maybe I should get caught up with the new stuff this banlist, while I still can.

    Just looked them up and from what I understand, it's a very good concept. Neat!

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request
    Quote from Black_Saturn»

    That's a lot of words...

    Anyway, I play Heraldry and Madolche deck...


    I could tell about the madolches from your profile pic, lol!


    Just because it's competitive, doesn't make it bad. There's just a surplus, to the degree that certain individuals deny someone who wants to play something that is outside of the Meta game. That's were I start being salty about it. You're fun from what I can tell. I doubt that you would put a stranger down for using a deck you had never seen before.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    Wow that was a lot of words... I'm a little worried that I may have conveighed the wrong meaning now. Oh well, it's on the Internet now. Nothing I can do but elaborate and press on.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    Chimera, so have I. So I will take my time, but I have already put too much time into this mod to stop. I would feel terrible. But when attempts have indeed released, I feel that it fell just short of my expectations. I don't want to do that. I want to make sure that this mod fits my standards, and that it can maybe bring some people from the YuGiOh community, just like Pixelmon did for Pokemon. But I spend a lot of my free time, just planning out what this mod will be, before I break it down into code, and it's a little ambitious, but I think it will work.


    Pixelmon got popular because a lot of people like Pokemon, and a lot of people like Minecraft. It grew more and more popular, only to in turn get more and more popular because it was half decent. Soon it got so popular, that Minecraft fans, who hadn't played much Pokemon, tried Pixelmon, and Pokemon fans, that hadn't played Minecraft, also tried Pixelmon. Nobody was fazed that it was a mod, Minecraft loves it's mods! But all in all, it was very healthy for both sides. They grew. YuGiOh doesn't get many new players, outside of the show that somehow powers on, and losses more to it's almost omnipresent MetaGame, which is in my opinion, so close minded, it's toxic for the community. Normally, a competitive Meta Game is great for the whole community, but also grants sub-communities, one for every Meta-Subject. Be it arts and crafts, collectibles, lore, or competition. But really, only the competitive game still has promenate standing. In fact, certain members of that community, which refuses to be a sub-community, will put others down for not playing the competitively viable sets. So if I don't want to play, say, Shaddolls, or Dino rabbit, then I can't play YuGiOh, even though there are literally, thousands more cards than they look at. And I would say, I'm pretty good at YuGiOh, but nonetheless, "I suck" and the sometimes warranted "winning with sheer luck", for every actual win. And I have not lost the local provincials yet. But I don't play inzectors, I play Rock-stun-xyz, or GaGaGa burn, or Victory Venom. I played Gishki before they were viable. So, obviously, I am very bad at YuGiOh.


    My theory, and why I jumped on the bandwagon so fast, is that this can stop at anytime, if the other parts of the communities can grow to a similar level at least. To grow a community, the most powerful strategy, is to stimulate it. Then more people are outspoken, and others can look into it, and might join up. It is how governments try to grow a community, why should it not work here? If this works like I hope it will, then we will start to see more players trying out more extraneous decks, because they are accessible, and work well. That seems a lot alike the TV show. Radom people, with random cards, winning the world championship. If getting all the random cards were too easy, then the Meta power creep would grow too. But if I use Roids, because they are my best resource, than Roids are my best bet. I have access to all the nice Roid cards, but very little for much else. This is a bit of my hopes for this mod.


    Please excuse the Mega-rant. It took me two days to type this out as well, another thing that slows me down. I need a better Computer. This was a burnt out Hand-Me-Down, so I tend to use my tablet for the planning.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    Awsome! Those look so fitting even, not breaking the feel of either aestetic, and looking absolutely cool at the same time!

    Posted in: Requests / Ideas For Mods
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    posted a message on Best way to automate Thaumcraft with AE2 autocrafting (and add-ons for both mods)?

    The Steves Factory Manager sugestion actually might work if it has a storage bus to autocraft. But that also brings up the point of what if you just had a chest/wire system as your autocraft, one for every item? Alas upon finding out TC pipes don't move anything but essentia, I hae to admit that it would be harder than its worth to just use those two. So now, I feel the best would be Extra utilities pipes, because the item filters have just as many slots as the interface. Ok and because of personal preference, but either way, I believe, from the types of wires I know, that might be the best one. What do you think?

    Posted in: Mods Discussion
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    posted a message on Yugioh mod request

    So my connection to all of the things on the internet has been physically cut, and I have 23% leftover until I can check in on things, or even do what I have to for he mod. No electronic devices to code on to be clear, because they will be dead. My fancy universal charger has been cut, and until I can get a new one (or at least electrical tape) I will be offline. So just a PSA. (Now 21% that I will have to reserve for emergencies =()


    Edit: Back! And after that time, I came up with someting else really cool while making an infinite quarry using ICBM (nuking the quarry with regenerative missiles) and using MFFS to keep the beasties out of the way. Not fully thought out, but I will confirm that if an Ener-d reactor has a surplus of energy, it will cause a super destructive "Zero-Reverse". But why not use that productively, or at the least have a safety measure to prevent it? Or focus it under my budies base MWAHAHA!

    Posted in: Requests / Ideas For Mods
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    posted a message on Best way to automate Thaumcraft with AE2 autocrafting (and add-ons for both mods)?

    [quote=grimallq;../../../../members/grimallq;2454148-best-way-to-automate-thaumcraft-with-ae2?comment=4]

    [...]Will probably turn into a complete mess if you want to set up something universal.

    That's part of why I decided to start this discussion. One because messes are fun! Two because I don't know to what extent this is do-able. Maybe an add-on might be necessary to actually do that, so if so which one? How many recipes are we caped at? Do we even have the right mods to do this? Yes, you could filter all the things, but does that mean your sub-net needs a controller? That's annoying, but doable because it's a sub-net. If an autocrafting in AE2 with Thaumcraft is possible, one of the pros are that the design would not be dependent on a wire-type mod, because I know most servers that use a custom pack, have few mods. That means that there are only so many mods to use, and if you mant a universal machine, the best way to do that is to have as few mods as possible.

    Posted in: Mods Discussion
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