wololo wrote: the player to "choose" which card will be blocked... meh, I could choose the first "valid" attacker if the player does not choose one by himself after all.
Here is my own wishlist: I need C++ developers. In the weeks/months to come I want to focus on network. This is not a feature I will use myself, but I promised I would do it, and I know lots of people are waiting for it. It will take a while. Wagic also needs improvement in user friendliness, design, and, as card creators know, supporting more card mechanics, rewriting the parser... Not mentioning PSP specific issues (memory leaks, various bugs, performance...) and AI improvements.
There's easily enough work for a dozen people here. If you happen to be reading this forum and be alright with C++, your help would be much appreciated. There are tasks for all kind of skills. All I ask is that you submit a patch to the code before I give you write access to the svn (to make sure you're an actual developer).
See this thread: viewtopic.php?f=6&t=266
Wagic is reaching a limit in code size that makes it difficult to be maintained by a dev alone.
NyghtcrawleR wrote:wololo wrote: the player to "choose" which card will be blocked... meh, I could choose the first "valid" attacker if the player does not choose one by himself after all.
Here is my own wishlist: I need C++ developers. In the weeks/months to come I want to focus on network. This is not a feature I will use myself, but I promised I would do it, and I know lots of people are waiting for it. It will take a while. Wagic also needs improvement in user friendliness, design, and, as card creators know, supporting more card mechanics, rewriting the parser... Not mentioning PSP specific issues (memory leaks, various bugs, performance...) and AI improvements.
There's easily enough work for a dozen people here. If you happen to be reading this forum and be alright with C++, your help would be much appreciated. There are tasks for all kind of skills. All I ask is that you submit a patch to the code before I give you write access to the svn (to make sure you're an actual developer).
See this thread: viewtopic.php?f=6&t=266
Wagic is reaching a limit in code size that makes it difficult to be maintained by a dev alone.
Its times like these that I wish I went to school for coding/gaming instead of architecture....
Really hope some people interested in this game that know c++ hop on board as it just being wololo at this point is a shame as this homebrew is fantastic bc of him but he needs the help.
I can help in the graphics department though.
Dr.Solomat wrote:"Vegeta! What does the scouter say about Wagics power level?"
"It's over ten thooooouuuuuusaaaaaaaaand!"
"What 10.000? There's no way that can be right!"
rob3d wrote:not really a game play wish but i thought it would be cool to have some sort of .res file that could contain all the images for a set. For example once you've collected the images and thumbnails you could zip them up so its a single file as apposed to a couple hundred smaller files. Then the game can access that zip (or whatever) as a resource. The files structure would be "sets/RV/rv.res" and the _cards.dat would be outside of the .res file so you can make changes without unpacking the .res file. Don't know if that makes sense, not even sure if its possible. But it would make it easier for us forum browsers to locate and publish sets, and make it faster to copy files to and from memory cards. Just an idea.

baldersmashed wrote:Man, I always seem to run into a few things that I would just love to see done every time I play the game! I will try to keep it short and sweet.![]()
-I would like to see "foreach" work with all 'auto' parameters that exist. If it does already, let me know! All I ever see is it being used to modify power/toughness.
-A system for allowing a card to have an effect at a certain time every turn. E.G.> At the beginning of your upkeep.... A system like the delayed card draw parameters would be nice. @upkeep, @myupkeep, @opponentupkeep, @draw, @mydraw, @opponentdraw, etc.
This alone would allow hundreds of new cards to be created.
wololo wrote:Just so you know, I think I'm making good progress on that. I've got the windows version working, and I only have to hope the PSP version will be ok in terms of performance and won't stupidly leak memory.
(and it is obviously still compatible with the current system - all files in the directory)
I think naming the zip file with the same name as the set might bring less confusion, what do you guys think ?
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