Search found 37 matches

by seiseki
Mon Dec 03, 2012 6:14 am
Forum: Desperate Gods
Topic: [Mod] Vonkie's mod [04/12/12 - 013] Your own mods!
Replies: 155
Views: 234310

Re: [Mod] Vonkie's mod [01/12/12 - 012] Your own mods!

can't you load another png as alpha channel?
by seiseki
Sun Dec 02, 2012 8:42 am
Forum: Desperate Gods
Topic: Working on a Mod
Replies: 14
Views: 16966

Re: Working on a Mod

Ok, here are the playing mats.
Feel free to use them in any way.

http://www.gamefront.com/files/22699218/Play+Area.rar
by seiseki
Thu Nov 29, 2012 4:55 am
Forum: Desperate Gods
Topic: Working on a Mod
Replies: 14
Views: 16966

Re: Working on a Mod

I can post the playing mats for anyone to use, but I'll post the board when it's done, because it's very WIP at the moment.
by seiseki
Tue Nov 27, 2012 8:29 am
Forum: Desperate Gods
Topic: [Mod] Vonkie's mod [04/12/12 - 013] Your own mods!
Replies: 155
Views: 234310

Re: [Mod] Vonkie's mod [26/11/12 - 010] Your own cards!

For house rules and official rules too.
I'd suggest adding an interface that just displays a .txt from the hosts game folder.
And also displaying the official rules in the same manner.

That way you can just create your own rules for everyone to see.
by seiseki
Tue Nov 27, 2012 5:29 am
Forum: Desperate Gods
Topic: Working on a Mod
Replies: 14
Views: 16966

Re: Working on a Mod

Yeah, the text is very much a work in progress. I strive to make it very clear to read.

Also, for the new cards I'm gonna aim to give players more choices.
Each card will have some unique mechanic players can use to their advantage.
Like the Arena which allows you to fight another player directly.
by seiseki
Mon Nov 26, 2012 8:58 am
Forum: Desperate Gods
Topic: [Mod] Vonkie's mod [04/12/12 - 013] Your own mods!
Replies: 155
Views: 234310

Re: [Mod] Re-interface [Updated 26/11/12 008] Direct connect

Nah I don't mean removing the blacklines. I assume you mean the letter boxing which occurs in some resolutions.

I meant spacing the gui elements and text so that there's a margin. So it doesn't run all the way to the edge.
by seiseki
Mon Nov 26, 2012 8:36 am
Forum: Desperate Gods
Topic: [Modding]Basic Modding, What I/We have found.
Replies: 6
Views: 22055

Re: [Modding]Basic Modding, What I/We have found.

Thanks, this is extremely helpful!
by seiseki
Mon Nov 26, 2012 6:02 am
Forum: Desperate Gods
Topic: Card Ideas/Concepts
Replies: 12
Views: 14547

Re: Card Ideas/Concepts

Wild Steed
Type: Horse
Deck: Wilderness

Victory Points: 2
Coins: 0
Dice: 5

Special: On win: You may Pay 1 life to equip Wild Steed.

Equipment: You may move using the total sum of both movement dice.
by seiseki
Mon Nov 26, 2012 5:52 am
Forum: Desperate Gods
Topic: Working on a Mod
Replies: 14
Views: 16966

Working on a Mod

I'm trying to address various problem areas within the game, and also improve on some aspects. Changes - Decks corresponding with dungeon color. - Decks being labled with numbers. - Decks have more duplicates. - Changed the player mats. - Added limbo pile slot. - Brightening the deck backs. Working ...
by seiseki
Mon Nov 26, 2012 1:59 am
Forum: Desperate Gods
Topic: Only one card per monster?
Replies: 5
Views: 7420

Re: Only one card per monster?

Yeah I just found out how to set the duplicates and add custom cards! So now I'm wondering about alternative rules to end the game. Kill a special boss only found in Hell? One of 3 special bosses? The boss would be worth 2 x (your total number of monster cards) and probably require some very special...
by seiseki
Mon Nov 26, 2012 12:29 am
Forum: Desperate Gods
Topic: Only one card per monster?
Replies: 5
Views: 7420

Re: Only one card per monster?

Well the problem is that each monster provides it's on game mechanic and choice for the player when selecting which monster to fight. If a monster is defeated that single mechanic is gone because there aren't duplicates. I also noticed in the Art Assets stream that there was a variable for duplicate...
by seiseki
Mon Nov 26, 2012 12:23 am
Forum: Desperate Gods
Topic: [Mod] Vonkie's mod [04/12/12 - 013] Your own mods!
Replies: 155
Views: 234310

Re: [Mod] Full mouse control [Updated 25/11/12 006]

If you're taking suggestions I'd suggest adding some margins for the GUI so it doesn't go all the way to the edge of the screen. :) It's something I think Wolfire wouldn't hesitate to include in an community update! Done that, tell me if it's good or not! There's quite a heavy margin when using ful...
by seiseki
Sun Nov 25, 2012 1:20 pm
Forum: Desperate Gods
Topic: [Mod] Vonkie's mod [04/12/12 - 013] Your own mods!
Replies: 155
Views: 234310

Re: [Mod] Full mouse control [Updated 25/11/12 006]

If you're taking suggestions I'd suggest adding some margins for the GUI so it doesn't go all the way to the edge of the screen. :)
It's something I think Wolfire wouldn't hesitate to include in an community update!
by seiseki
Sun Nov 25, 2012 10:33 am
Forum: Desperate Gods
Topic: Desperate Gods Mods/Alterations/Suggestions Thread
Replies: 39
Views: 91129

Re: Desperate Gods Mods/Alterations/Suggestions Thread

The biggest problem with modding this to a completely new game is that every card is played openly.

I'd love to for example, play munchkin in this engine, but in that game every player has his hand hidden..
by seiseki
Sun Nov 25, 2012 12:05 am
Forum: Desperate Gods
Topic: Card Ideas/Concepts
Replies: 12
Views: 14547

Re: Card Ideas/Concepts

Traveling Caravan Type: Location Deck: Nature Victory Points: 1 Coins:0 Dice:0 Special: Spend 4 silver to draw 2 town cards and pick one. Arena Type: Location Deck: Dungeon I & II Victory Points: 4 Coins:2 Dice:0 Special: Pick and fight against another player. On win: Take this card. On lose: G...