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General Discussion Sticky

A topic by MythAtelier created Jun 07, 2022 Views: 1,057 Replies: 27
Viewing posts 1 to 10
Developer

This is a general thread where you can post about Card Game Combat plugin. You can use this place as a way to meet other people developing using the plugin and share notes on how best to make things work. If you have not bought the plugin and have questions about it, this is the place to ask :)

(+1)

I plan to release a game using this plugin! Not sure where to request this but YEP compatibility and a SUMMON Actor notetag for cards would be cool or a way to have allies even if just visually. Do you have plans to implement these features? Mobile compatibility was huge.


Thanks in advance.

Developer

Glad to hear you will be releasing a game with this plugin! We are working to ensure compatibility with all YEP eventually. As of v.1.1.1 we know that it is compatible with:

- Core Engine

- Battle Engine Core

- Action Sequences

-  Skill Core

- Buff State Core

- Auto Passive States

- Message Core

- Target Core

- Battle AI Core

For Summoning Actors, we should be able to support that once the Party Battle update has been completed (v.1.3 on our roadmap). We can definitely look into Mobile Compatibility down the line.

If you have some screenshots from your game that you can share, please post them in the Game Showcase thread. We would love to see :)

(+1)

That is great news, the compatibility update is much appreciated because I put the project on pause due to the incompatibility! Thanks for reaching out so soon,  will absolutely will share screenshots when that time comes!


Cheers.

Developer

Hey StudioKamio, as of your most recent update (Version 1.3.5), we have added support for being able to summon Actors into Battle with their own decks! If you are using YEP then it should be possible to achieve this via Eval or Common Event action sequences. There are still issues if you attempt to summon in the same Actor twice (it will work, but it will do wacky things to their deck). We should have these ironed out by the Version 1.4.0 update, but if you needed to prototype this function for your game it is available now!

(+1)

Recently began to work on a new card game project, and I've discovered that Eli's Bitmap Font is partially compatible with this plugin. The new bitmap fonts get applied to the cards (unlike Victor's SFonts plugin), however, the settings to change the font size in the Card Name and Card Description in the plugin parameters don't work anymore. Therefore, one must find a good font size that's applicable to both the name, the description, and the general UI of the game if they'll be using the plugin.

Developer

Hey Percarus, thanks for reporting that in! We can certainly look into extending full compatibility with Eli's Bitmap Font in a near future update. We have plans to work on an extension plugin (after Deck Editor is complete) that allows improved control of all text elements on a card: Cost, Text, Description, Types, Flavor etc. We want to support multiple fonts, word wrap & alignments, variable font size and colors, macro-ing keywords and many other helpful features. Let us know if there is any features in particular you would like to see in this potential extension plugin and we will be sure to try to include it :)

(+1)

That all sounds wonderful! Besides what you mentioned, the biggest thing I'd love to see implemented into the plugin is a way to control the cost dynamically. Discounting card costs is a common mechanic in card games, and although I tried to implement this in Alyx Ascended, it was done so clumsily since I couldn't show the new cost of the card. It would be a great debuff to players as well, if an enemy could increase card costs, or randomize them, etc.- there's a lot of possibilities with it :)

So, since VisuStella plugins are listed as incompatible, does that mean you just can't use them with this plugin?

Developer

VisuStella has requested that we do not extend compatibility to their plugin suite. Until such a time as that policy changes, we can't offer compatibility with their plugins.

Yikes, so that means a ton of very good features are completely locked and unusable unless there's an alternative...

So, since VisuStella is out of the question (yet another terrible decision from them), will this work on MZ with FOSSIL and Yanfly MV plugins?

Saw this when browsing and thought it was cool.  Are there any games released (beta or full) using this system?

I'm curranty having an issue with the deck editor and I went to the demo you just posted for help (see bug report thread for more on that) but it didn't help. When I hit edit on the deck it reads as following. Do you know what the issue is/how to fix it?

TypeError

Cannot read property 'call' of undefined

A Follow-up. I had the mentioned problem with the demo fixed, but I am still unable to tell what the issue I'm having is.  Here is the full error log. Please let me know if there's some simple fix I'm missing.

rmmz_managers.js:2030 TypeError: Cannot read property 'call' of undefined

    at Window_DeckSkillType.makeCommandList (IsiahCGCDeckEditor.js:1812)

    at Window_DeckSkillType.Window_Command.refresh (rmmz_windows.js:1559)

    at Window_DeckSkillType.Window_Command.initialize (rmmz_windows.js:1452)

    at Window_DeckSkillType.Window_SkillType.initialize (rmmz_windows.js:2285)

    at Window_DeckSkillType.initialize (IsiahCGCDeckEditor.js:1804)

    at new Window_DeckSkillType (IsiahCGCDeckEditor.js:1796)

    at Scene_DeckEditor.createCardTypeWindow (IsiahCGCDeckEditor.js:1123)

    at Scene_DeckEditor.create (IsiahCGCDeckEditor.js:694)

    at Function.SceneManager.changeScene (rmmz_managers.js:2084)

    at Function.SceneManager.updateMain (rmmz_managers.js:2056)

Developer

It looks like you may not be using IsiahCGCCardTypes, a plugin which comes with both CardGameCombat and DeckEditor. That plugin is currently required for Deck Editor to work. The plugin order should be CardGameCombat, then CardTypes, and then DeckEditor. Let us know if that's what the issue is, or if it's something else.

I do have that plugin added, the order i have the plugins are CardGameCombat, CGCPartyUI_A, CGCCardTypes, CGCCardSelection, CGCShowCard, CGCExtraButtons, CGCDeckEditor, CGCConditionalCardActions, CGCEquipCards.

Looks like a really cool plugin! Shocked that i had never stumbled upon it. Will give it a good look when I can. Good job! 

Developer(+1)

Thank you so much! We are big fans of your work :)

I've had my eye on this plugin for a while, and I intend to get it when I can. Before I do, I wanted to ask, Is this plugin compatable with the SPRG Gear plugin that's free for MV? I had an idea of making a tactics rpg with cards (for an example, something like neverland card battles, but without the territory control stuff and units all having their own hands)

Developer

Hi PegasusRook, could you link us to the SRPG Gear plugin you mentioned in your post? We can check for compatibility on our end and let you know if it works with Card Game Combat.

https://store.steampowered.com/app/2811900/RPG_Maker_MV__SRPG_Gear_MV__Tactical_...

Developer

Thanks for that! No, we do not have compatibility with SRPG Gear plugin at the current moment. This may come in a future update.

(+1)

Alrighty, thank you so much for checking for me, I appreciate it! I'll probably still get this plugin in the future when I can afford to do so.

Greetings. I've got the plugin package a few days back and have been playing the demo a lot, but I found out various errors occuring at seemingly random intervals. One was Focus just crashing the game on use, another one was Mobilize crashing the game, and the last one was on ending my turn, a "_removeAfterPlay is undefined" crashing the demo. Due to these occuring at random intervals, it's very hard for recreate.

Developer

Hey TacticianDaraen, thanks for reporting these in! We will keep an eye out for this error. There is a major update coming out in a few days (v1.6.0) which may have already taken care of this issue. Once that update is available, please let us know if the issue persists in which case we can spend some time to investigate the bug and issue a patch to fix it.

Will it be possible in the future for the current version of this Plugin to be compatible with VisuMZ_0_CoreEngine?

Developer

That's up to them. In prior communication with their team, they have not been amenable to us extending CGC to support their plugins. We hope to reach an agreement in the future that allows us to do so, but right now that is not possible.