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#1 2012-06-21 22:34:21

Garr8
Scratcher
Registered: 2011-08-10
Posts: 1000+

Collboration: Yu- Gi Oh! game

Hello there fellow Scratchers! I am Garr8. I have started my first collab in a while and it will hopefully be my first successful collaboration. I have read the stickies, so I hope I am doing things correctly.

I have a vague idea of what the Yu- Gi Oh! game will look like. It will have 2  by 5 rectangles divided into grids. The upper half of the matrix is for the monster cards, and the lower half of the grid is the spell/trap card zone. Also there will be an icon you can select to view your graveyard (the place where destroyed cards go.) Both you and the oppenent will begin with 4000 lifepoints which I assume will use the variable section of the Scratch programming thingy.

These are the positions that need to be filled:
Manager: Makes sure the project is doing well and makes sure everyone is doing their share when the leader is unavailable. I will only need one or two managers. The managers are also in charge of recruiting people, but please ask my permission before you invite someone. I only want a fairly small number of devoted and active Scratchers.

Scripter- Makes and tests the scripts to  make sure they function properly. I may only need two.

Artist- Creates the sprites and the cards. They can also try to find the appropriate backgrounds and music. I may only need one, maybe two. Battle animations and sound effects will be the shared duty of both the artist and the Scripter.

Innovator- Provides new ideas to the team. I will only need one.

It should add up from 6- 8 volunteers.


Please let me know if I should add or omit a job.

I will post a few links of the concept of what the game should be like.

Please reply if you are interested in helping.

Link to project: http://scratch.mit.edu/projects/Garr8/2627244


Link to what the game should look like: http://www.scratch.mit.edu/ext/youtube/?v=wbICnBbqrU8

Last edited by Garr8 (2012-06-22 09:46:10)


What I scored on Pokemon Quiz: Porygon

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#2 2012-06-22 09:06:10

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Sounds cool, I would like to be the Manager.


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#3 2012-06-22 09:16:03

Garr8
Scratcher
Registered: 2011-08-10
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

beyblade4 wrote:

Sounds cool, I would like to be the Manager.

Alright, would you also like to help recruit people, too?


What I scored on Pokemon Quiz: Porygon

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#4 2012-06-22 09:16:52

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Garr8 wrote:

beyblade4 wrote:

Sounds cool, I would like to be the Manager.

Alright, would you also like to help recruit people, too?

Alright, I'll try my best


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#5 2012-06-22 09:21:54

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

I made a logo for this http://i49.tinypic.com/yiiw7.png


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#6 2012-06-22 09:44:50

Garr8
Scratcher
Registered: 2011-08-10
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

beyblade4 wrote:

I made a logo for this http://i49.tinypic.com/yiiw7.png

Thank you.


What I scored on Pokemon Quiz: Porygon

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#7 2012-06-22 10:33:28

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Garr8 wrote:

beyblade4 wrote:

I made a logo for this http://i49.tinypic.com/yiiw7.png

Thank you.

Welcome


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#8 2012-06-22 18:16:12

Garr8
Scratcher
Registered: 2011-08-10
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

UPDATE:

I will be releasing a demo version of what the game should look like. Also, there are still positions open.


What I scored on Pokemon Quiz: Porygon

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#9 2012-06-22 18:53:42

Smozzick
Scratcher
Registered: 2011-10-23
Posts: 100+

Re: Collboration: Yu- Gi Oh! game

I'm willing to help with scripting but I don't know how much time I'll be able to devote to the project.

Random idea for how the hand might work: here

---

Hmm seems like making this would be really hard actually - how would you do the AI for it? hmm.

Also seems like cards would be tricky with all the different effects...worth a try though, I guess.

---

Questions for You

Question for that demo of yours - where does the current hand go?

Are you aiming to create a game that lets you play a single opponent with both plays having set decks (or possibly having random decks)? Or is it something else?

What do you think your main role will be?

Will we be creating with full rules in mind (which is insane because of the rubbish like spell counters) or basic rules?

Will the entire field be visible for each turn? seems important. Same layout as that gba game?

Last edited by Smozzick (2012-06-22 20:28:12)


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#10 2012-06-22 20:36:30

Garr8
Scratcher
Registered: 2011-08-10
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Smozzick wrote:

I'm willing to help with scripting but I don't know how much time I'll be able to devote to the project.

Random idea for how the hand might work: here

---

Hmm seems like making this would be really hard actually - how would you do the AI for it? hmm.

Also seems like cards would be tricky with all the different effects...worth a try though, I guess.

---

Questions for You

Question for that demo of yours - where does the current hand go?

Are you aiming to create a game that lets you play a single opponent with both plays having set decks (or possibly having random decks)? Or is it something else?

What do you think your main role will be?

Will we be creating with full rules in mind (which is insane because of the rubbish like spell counters) or basic rules?

Will the entire field be visible for each turn? seems important. Same layout as that gba game?

Well, I am looking for an advance scratcher to do they AI, and the goal is like in the show, attack your opponent's lifepoints or run out of cards in your deck.

As for the decks, I was thinking we could make two or four different decks that do not change, but the deck you start off with is random.
We will ignore monster effects, but will still use effects of spell and trap cards.


What I scored on Pokemon Quiz: Porygon

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#11 2012-06-22 20:40:48

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

That's going to be ALOT of sprites, scripting and will take a while, but I will start today and create a basic engine for the game.


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#12 2012-06-22 20:51:12

Garr8
Scratcher
Registered: 2011-08-10
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

beyblade4 wrote:

That's going to be ALOT of sprites, scripting and will take a while, but I will start today and create a basic engine for the game.

Thank you, I will be inactive for a couple of days, so just recruit more people and give them the remaining positions, let me know when I get back. Also show them the rules and guidelines of the thread.


What I scored on Pokemon Quiz: Porygon

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#13 2012-06-22 20:52:07

Smozzick
Scratcher
Registered: 2011-10-23
Posts: 100+

Re: Collboration: Yu- Gi Oh! game

I'm not saying the AI is impossible...just that it will be difficult.

Really the rules of the AI will probably narrow down like this:

Enemy main phase:

The hard part because of the many spell/trap effects.

Enemy Main phase summoning:
1. If no monster on field:
2. Check if opponent has monster(s) on field.
2a. If they do then find highest attack power on field.
     2aa. if highest attack is less than a monster card in hand then summon in attack
     2ab. if higher than all monsters then summon a monster in defence (pref one with higher def than enemies att)
2b.If they don't then summon monster.
etc.

Your battle phase:
Also hard part

Last edited by Smozzick (2012-06-22 21:05:16)


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#14 2012-06-22 20:56:13

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Garr8 wrote:

beyblade4 wrote:

That's going to be ALOT of sprites, scripting and will take a while, but I will start today and create a basic engine for the game.

Thank you, I will be inactive for a couple of days, so just recruit more people and give them the remaining positions, let me know when I get back. Also show them the rules and guidelines of the thread.

Ok I will, and Smozzick can you help me with that, I am working on the persons engine, can you create the AI and I will import that into my engine and combine to create a basic working engine and make my edits on it.


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#15 2012-06-22 21:00:54

Smozzick
Scratcher
Registered: 2011-10-23
Posts: 100+

Re: Collboration: Yu- Gi Oh! game

AI will have to wait until rough details are sorted out like card detail storage plus some other parts of the basic engine. I'll try and write out in full the logic of it tomorrow though so that when we get to it it won't be hard to do. Imho the logic is the hardest part of AI.

I'm also going to write out the rule set for yu-gi-oh to make sure I've got the workings of it all down. I'll check with both of you to see.

Last edited by Smozzick (2012-06-22 21:01:54)


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#16 2012-06-22 21:04:17

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Smozzick wrote:

AI will have to wait until rough details are sorted out like card detail storage plus some other parts of the basic engine. I'll try and write out in full the logic of it tomorrow though so that when we get to it it won't be hard to do. Imho the logic is the hardest part of AI.

I'm also going to write out the rule set for yu-gi-oh to make sure I've got the workings of it all down. I'll check with both of you to see.

Oh okay, I will on the engine now and well into the weekend and post it and see what happens.


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#17 2012-06-22 21:05:46

Smozzick
Scratcher
Registered: 2011-10-23
Posts: 100+

Re: Collboration: Yu- Gi Oh! game

Ok, that's fine with me ^^

If you need any help with the basic engine just ask.

Last edited by Smozzick (2012-06-22 21:07:22)


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#18 2012-06-23 12:05:21

Smozzick
Scratcher
Registered: 2011-10-23
Posts: 100+

Re: Collboration: Yu- Gi Oh! game

Logic so far (rough work so if any of it needs changing just say):

Phases that effect AI logic


Your Phases
Your Main Phase (When you Summon)
Your Battle Phase (When you Attack their cards)

Computer Phases
Computer Drawing Phase (If have more than 7 cards in hand after draw)
Computer Main Phase (what to summon or set and what spell/trap cards to lay)
Computer Battle Phase (what to attack and ending turn)

Your Phases

Your Main Phase

When opponent summons a monster:
Check if computer has a trap or spell card that affects summoning
    If yes then compare opponents monster and monster count to computers
    Neeed logic here
    If no then do nothing

Your Battle Phase


When opponent attacks:
Check if computer has a trap or quick spell (?) card that can stop attack
    If yes then
    If no then

Computer Phases

Computer Drawing Phase


if computer has more than 7 cards after drawing:
    set cards to discard at CardsInHand – 7
    if monsters on computer’s side of field and monsters in hand >= 5 then check for level 4 or lower monster
        if found then remove weakest in attack power (possibly combined att and def? or some kind of check regarding lifepoints to decide on defence or att being more important)
        if not found then if monsters levelled 5-6 in hand > 3 then remove weakest (see above for how to determine)
        if >3 lvl 5-6 monsters not found then discard weakest level 7+ monster
    otherwise discard random spell/trap card (?)

Computer Main Phase

Spells and Traps - Not done yet

Summoning

If no monster on field:
Check if opponent has monster(s) on field.
      If they do then find highest attack power on field.
        if highest attack is less than a monster card in hand then summon in attack (if possible, check for summoning cost)
        if higher than all monsters then summon a monster in defence (pref one with higher def than enemies att)
If they don't then summon monster.


---

Note: Any uploads relating to this collab will be uploaded to BetaSmozzick.

Last edited by Smozzick (2012-06-23 12:32:51)


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#19 2012-06-23 17:16:41

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

That's good so far, that will be alot of lists, variables, and spriting so I will first finish my portion then integrate the AI Logic into scripts.


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#20 2012-06-23 19:03:21

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Yu-Gi-Oh Game Engine Beta v.01 this is a very very early stage in the game engine with nothing much really done but the setup of your deck, mat, and hand.


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#21 2012-06-23 23:55:45

Smozzick
Scratcher
Registered: 2011-10-23
Posts: 100+

Re: Collboration: Yu- Gi Oh! game

Once you've got the basics of card storing and such done and actually getting to each of those parts I should be able to help with scripting them assuming that I can understand your code - tends to vary a lot between scratchers.

As to the game engine beta you show there how are you thinking of displaying it all? Are you going to make it so that on the enemy's turn you see the same stuff but with card info hidden? Also isn't not being able to see the battlefield a problem? At the moment you can't see what the enemy has on the field.

Just my thoughts so far.

Last edited by Smozzick (2012-06-23 23:56:03)


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#22 2012-06-24 08:35:40

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Smozzick wrote:

Once you've got the basics of card storing and such done and actually getting to each of those parts I should be able to help with scripting them assuming that I can understand your code - tends to vary a lot between scratchers.

As to the game engine beta you show there how are you thinking of displaying it all? Are you going to make it so that on the enemy's turn you see the same stuff but with card info hidden? Also isn't not being able to see the battlefield a problem? At the moment you can't see what the enemy has on the field.

Just my thoughts so far.

Yeah During Draw and Standby Phase its just your field but during Battle Phase you will get the option to see the opponents field and attack what you want or play a spell/trap.


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#23 2012-06-25 07:41:25

Garr8
Scratcher
Registered: 2011-08-10
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Smozzick wrote:

I'm not saying the AI is impossible...just that it will be difficult.

Really the rules of the AI will probably narrow down like this:

Enemy main phase:

The hard part because of the many spell/trap effects.

Enemy Main phase summoning:
1. If no monster on field:
2. Check if opponent has monster(s) on field.
2a. If they do then find highest attack power on field.
     2aa. if highest attack is less than a monster card in hand then summon in attack
     2ab. if higher than all monsters then summon a monster in defence (pref one with higher def than enemies att)
2b.If they don't then summon monster.
etc.

Your battle phase:
Also hard part

Okay, I am back. I will come up with a solution to the spell and trap card issue, until then, just focus on the monsters.


What I scored on Pokemon Quiz: Porygon

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#24 2012-06-25 08:06:06

beyblade4
Scratcher
Registered: 2011-08-02
Posts: 1000+

Re: Collboration: Yu- Gi Oh! game

Garr8 wrote:

Smozzick wrote:

I'm not saying the AI is impossible...just that it will be difficult.

Really the rules of the AI will probably narrow down like this:

Enemy main phase:

The hard part because of the many spell/trap effects.

Enemy Main phase summoning:
1. If no monster on field:
2. Check if opponent has monster(s) on field.
2a. If they do then find highest attack power on field.
     2aa. if highest attack is less than a monster card in hand then summon in attack
     2ab. if higher than all monsters then summon a monster in defence (pref one with higher def than enemies att)
2b.If they don't then summon monster.
etc.

Your battle phase:
Also hard part

Okay, I am back. I will come up with a solution to the spell and trap card issue, until then, just focus on the monsters.

Ok


http://blocks.scratchr.org/API.php?user=beyblade4&action=projects&type=newest&return=image&num=NUMBER

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#25 2012-06-25 10:20:58

Smozzick
Scratcher
Registered: 2011-10-23
Posts: 100+

Re: Collboration: Yu- Gi Oh! game

Garr8 wrote:

Okay, I am back. I will come up with a solution to the spell and trap card issue, until then, just focus on the monsters.

Welcome back ^^ I'll try yo get some more of the logic worked out today; maybe do some kind of project to display how that specific part should maybe work.


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