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1
PC and Video Games / [AC2] Asheron's Call 2 Command Line Options
« on: February 05, 2016, 11:33:23 AM »
Use this command to launch AC2 shortcut:

Code: [Select]
"<path to ac2>\ac2launcher.exe" -Username <username> -Password <password> -DataCenter 0 -FauxDataCenter 0 -w Dawnsong -3 -SkipLogin

2
Magic: the Gathering / Mana system
« on: January 30, 2016, 09:40:42 PM »
Issues and solutions to Magic's mana system.

Issue #1:
Inconsistent mana draws. Not enough lands or too many lands.


Issue #2:
Lands only make mana.


Issue #3:
Lands are too precious. Land destruction is discouraged.

Solutions:

Make lands optional.
Turn lands into strategic terrains that interact with creatures.
Find new way to get mana.

3
Magic: the Gathering / Deck size
« on: January 29, 2016, 02:49:52 AM »
New deck size for both constructed and limited

45 cards minimum, 3 of each card maximum except basic lands

4
Magic: the Gathering / Re: Mechanics
« on: January 27, 2016, 03:24:56 PM »
Imitation (As long as another creature on the battlefield also has flying, hexproof, trample, reach, indestructible, haste, menace, first strike, double strike, vigilance, deathtouch, and/or lifelink, this creature also has those abilities.)

5
Magic: the Gathering / Re: Mechanics
« on: January 25, 2016, 02:58:55 PM »
enchantment Shrines that turn into Spirit creatures. There can be many variations, types of triggers, activations, cycles, etc.

new keyword action
Animate as (this becomes a creature in addition its other types.)

e.g.

Fire Shrine
Tribal Enchantment - Spirit Shrine
At the beginning of your upkeep, ~ deals 1 damage to target creature or player.
, Tap a non-Spirit creature you control: Animate ~ as a 2/2 creature.

Blessed Shrine
Tribal Enchantment - Spirit Shrine
When ~ enters the battlefield, you gain 3 life.
Whenever one or more creatures attack you, you may animate ~ as a 1/3 creature with lifelink.
, Tap a non-Spirit creature you control: Animate ~ as a 1/3 creature with lifelink.

* (inspiration)

6
Magic: the Gathering / Re: Planeswalkers and their signature cards
« on: January 21, 2016, 09:58:47 PM »
Toshiro Umezawa
Planeswalker - Toshiro
+2: Up to one target creature gets +1/+1 and gains menace until end of turn.
-4: Target player sacrifices a creature. Return up to one target instant card from your graveyard to your hand.
-7: You get an emblem with "Creatures you control get +1/+1 and bushido 1."
3

Toshiro's Shadows
Creature - Shadow Assassin
Ninjutsu 1BB (1BB, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Lifelink
Whenever ~ deals combat damage to a player, it deals 2 damage to target creature that player controls.
2/2

7
Magic: the Gathering / Re: [YMTC] Random cards
« on: January 21, 2016, 05:09:26 PM »
Arcane Banishing
Instant - Arcane
Exile target creature. Its controller gains 2 life.

8
Magic: the Gathering / Re: Mechanics
« on: January 21, 2016, 04:41:08 PM »
Universal mana seems an interesting idea. Not sure if it's right for this remake idea, but perhaps it might inspire a whole new mechanic or set idea. By universal mana, it means "One universal mana can be spent to pay the cost of one mana of any type." That includes any of the five colors, colorless mana, and even "snow" mana.

 e.g.
: Add one mana that is all colors and all types to your mana pool.
 or
: Add one universal mana to your mana pool. (One universal mana can be spent to pay the cost of one mana of any type.)

* (inspiration)

9
Magic: the Gathering / Re: Online Card Creator
« on: January 13, 2016, 05:40:30 PM »
Added colorless mana. Use 'c' in mana cost or {c} in rules text.


10
Magic: the Gathering / Re: [YMTC] Random cards
« on: January 06, 2016, 09:51:22 PM »
Void Warranty
Instant
Counter each ability.

11
Non-Digital Games / Re: [CCG] Building a Civilization
« on: January 03, 2016, 12:57:08 PM »
Work in Progress:
History CCG

Blog entries for "History" tag:
http://www.shenafu.com/wp/tag/history/

Rules book for History CCG:
http://www.shenafu.com/wp/history-ccg-rules-book/


12
Publishing, Distributing & Selling Custom Cards & Sets

Premise: Discuss the legality and ramifications of publishing, distributing, and selling third-party designed cards and sets which are compatible with Magic: the Gathering rules.

You may be enticed to design and sell your own cards and sets if you are not happy with Wizards direction or if you prefer themes and genres that Wizards would never foray in the Magic universe (e.g. sci-fi theme).

The major hurdles are probably the fear of infringing on laws regarding copyright, trademarks, and patents. Copyright and trademarks infringements can be easily avoided, as detailed below. However, many people may be cautious of infringing on the patents owned by Wizards pertaining to Magic and CCGs (collectible card games) in general. Fortunately, all of these patents have expired on or before 2015. Regardless, creating similar games with similar rules are legal, as long as you don't reuse someone else's art and trademarks. Read more about these issues at https://boardgamegeek.com/thread/493249/mythbusting-game-design-and-copyright-trademarks-a .

Avoiding Copyright and Trademarks

There are simple guidelines to avoid infringing on copyrights and trademarks.
1. Don't copy the look of the cards, including the frames and border styles.
2. Don't reuse any illustrations and symbols, including mana symbols and tap symbol.
3. Avoid reusing the same card names and keywords for abilities. (e.g. Haste can be renamed as Celerity.)
4. Avoid remaking existing cards with exactly the same names, cost, abilities, and P/T.
5. Preferably consider different themes and genres (e.g. sci-fi, modern earth, cyberpunk). This is very much recommended and favorable to your product.
6. You may not market the game saying it is "like" or "similar" to another. You may not put Magic and other Wizards' brands and trademarks anywhere on your products and packaging.
7. You may not copy Magic comprehensive rules verbatim. You must rewrite the rules in your own words.

Distribution Models

The most common distribution models for card games are CCG and LCG. CCG (collectible card game) or TCG (trading card game) is what Magic uses. Packs are inserted with cards randomly, and cards of various rarities are inserted at different rates. LCG (Living Card Game) is a newer model by Fantasy Flight Games (FFG). (They also trademarked this term.) New sets and expansions are sold in boxed sets such that cards are packaged in known, nonrandom quantities. Whereas in a CCG you never know what cards you'll get in a random pack, LCG packs from the same expansion have identical cards and amounts. In addition, FFG also sells random packs for the purpose of drafting.

Also consider print-on-demand or selling singles directly to the player.

Ramifications

By incentivizing third-party cards and sets compatible with Magic's rules, we'll see more interesting cards and mechanics not limited by Wizards' schedule and direction. We'll see more complete sets and worlds by custom card creators that will be played openly in stores and casually. Also when Wizards no longer has a monopoly, we may see improvements on official Magic sets.

Please debate whether you like the idea of buying and playing with third-party sets (custom cards). What additional legal hurdles to avoid. What the landscape of Magic would be with compatible sets featuring different genres and mechanics.


13
Magic: the Gathering / Re: Paragon - Set in modern Earth
« on: December 29, 2015, 08:52:14 AM »
6 alignments based on Mind Body Soul essence

Each alignment Major + Minor essence

Major + MinorAttributeElementsJobColorResources
MsInstructionprogram logic voidmind controller, programmerDarkpsyche, spirit
MbCreativitydata design shapeartisan, architectBluepsyche, matter
BmProductionatom metal spaceblacksmith, chemistEarthymatter, psyche
BsEnergyearth electromagnet entropygeologist, electricianGreenmatter, spirit
SbNurtureradiance life firecook, entertainerRedspirit, matter
SmHarmonymorality sound airpreacher, musicianLightspirit, psyche


14
Magic: the Gathering / Re: Paragon - Set in modern Earth
« on: December 29, 2015, 08:28:42 AM »
Card printed with 3 primary stats - mind / body / soul
Unprinted 3 secondary stats:
Mind + Body = Offense, Penetration
Body + Soul = Health, Constitution
Soul + Mind = Skill, Aptitude

Symbols together mean add their values.
Ex.
Damage equal to MB
Draw cards equal to SM
You gain life equal to BS

Raising a primary stat appropriately raises the derived secondary stats.

Ex.
1/1/2 = 2 offense 3 health 3 skill
Raise body +1= 3 offense 4 health 3 skill
Raise soul +1= 2 offense 4 health 4 skill
Raise mind +1= 3 offense 3 health 4 skill

? Accumulate power to pay for stuff <like shadowfist>

6 alignments (see next post)

Rules like Magic/Shadowfist/Guardian. Turn order, priority, stack.
Players take actions on the same turn, but alternate until everybody passes. e.g. You move a unit and exhaust it, I move a unit and exhaust it. Exhausted units can't move or attack. Then everybody passes, start a new turn, and ready their units at beginning of turn.

Opening: Draw 9 cards. Deploy up to 3 territories.

Players start with 39 Life and 0 Fame.

2 win methods:
You gain 27 Fame.
You control 6/9 regions.

2 lose methods:
You have 0 life.
? You can't draw from the deck. You lose at the end of turn.

Territories can have same names and different subtitles and different illustrations to indicate going through different eras of history.
e.g.
Rome, Capital of Latin Republic
Rome, City of Crossroads
Rome, the Eternal City
Rome, the City of Fountains

San Francisco, 1849 Gold Rush
San Francisco, Tech Capital
San Francisco, City by the Bay

Territories generate power, raw essences, and alignment affiliations.

3 types of raw essences:
Psyche
Matter
Spirit

6 basic territories:
Ocean +2 psyche
Mountain +2 matter
Plains +2 spirit
Desert +1 psyche +1 matter
River +1 psyche +1 spirit
Forest +1 matter +1 spirit

Cost requirements must meet power spent, raw essences and alignment affiliations. Alignment affiliations is amount of alignment cards you have in play and discard pile.

Version 1
Cards are placed on columns of three rows. You start with one column of cards, with capital city in center row and two cards faced down on the other two rows. You can move units to explore face down cards. If permanent card, flip it over and you control it. Else put it into your hand and you may put a territory card from your hand into that tile. Finally, place the top card of your deck face-down adjacent to the newly explored tile.

Version 2
You may move units into empty tiles. Then look at the top card of your deck. If territory, place it on that tile. Else put it into your hand.

Some Mods are put into empty tiles and may modify adjacent tiles or active based on adjacent tiles.

Units on your top row can invade opponent's top row. Once invaded, they stay there and may move to opponents' other rows. Territories occupied by opponents are turned face-down and don't provide resources until explored again by owner.

? Limited amount of units per tile. Cities hold up to 6 units. Other terrains hold up to 2 units. Cards may have bonuses. e.g. Fort: may hold +2 unit.

How to gain fame:
Found new cities and explore new territory.
Destroy opponent's tiles and units to gain Fame.
Complete quests.

? Your Paragon begins the game on your capital city tile.

15
Magic: the Gathering / Re: Templating
« on: December 25, 2015, 06:47:36 AM »
Verbose sentences take longer for eyes to scan and the brain to process. Shortening certain things can make mental parsing instantaneous.

Presenting conditionals in the brief form:
Code: [Select]
Meets condition?
•True--ability 1
•False--ability 2

Ex.

Island Whale
Creature--Whale
You control five or more Islands?
•True--Unblockable
•False--Defender
3/4

Wasted Goblin
Creature--Goblin Warrior
You cast two or more spells this turn?
•True--Haste
•False--Enters the battlefield tapped.
2/2

Bunker Knight
Creature--Human Knight
You have 5 or less life?
•True--Lifelink, vigilance
•False--First strike
4/4

16
Magic: the Gathering / Re: Templating
« on: December 24, 2015, 07:18:50 AM »
"Provides mana"

Hill
Land
:mt : Provides :mr .

17
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: December 22, 2015, 09:19:01 PM »
Wasted
Land
: Add target spoiler to the community. Exile target judge from the community.

in response to Wizards banning judges for leaking cards.

18
Tech Support / Win98 Utilities Download
« on: December 17, 2015, 08:38:33 PM »
Download links to best Win98 utilities and programs.

Opera 10.63
7-Zip 4.65
Total Commander 32-bit
NotePad++

19
Magic: the Gathering / Re: Mechanics
« on: October 24, 2015, 07:23:38 PM »
Survive (When ~ dies, you may return it to your hand.)

20
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: October 24, 2015, 07:21:09 PM »
RCCC #859: Recently, that area was discovered, and what they found there shocked them. A previously unseen creature type! Make a creature type from a plane where that creature type previously didn't exist.

Dwarven Survivor
Creature - Dwarf Survivor
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Survive (When ~ dies, you may return it to your hand.)
2/2

Rediscovered the long-forgotten Sarpadian (Fallen Empires) continent on Dominaria.

21
Magic: the Gathering / Re: Online Card Creator
« on: October 18, 2015, 07:25:25 PM »
Added flip and split frames. Flip and split cards: use ;; to separate each half in corresponding fields. (e.g. Fire;;Ice) For an example, see Fire;;Ice and Budoka Gardener;;Dokai, Weaver of Life

Added Planeswalker frames.
Ex. Koth of the Hammer

22
Magic: the Gathering / Re: [YMTC] Art Challenge
« on: October 17, 2015, 08:23:19 AM »
101615: http://goblinartisans.blogspot.com/2015/10/weekend-art-challenge-101615jason-engle.html



Challenge: Design an ally creature card for this art.



Tililil, Who Sees Clarity
Legendary Creature - Human Scout Ally
~ can't be blocked except by creatures with flying.
Whenever ~ attacks or a land enters the battlefield under your control, you may look at the top card of your library. If it's a nonland card, you may reveal it and put it into your hand.
3/3

23
Magic: the Gathering / Re: [YMTC] Art Challenge
« on: October 17, 2015, 08:20:22 AM »
092515: http://goblinartisans.blogspot.com/2015/09/weekend-art-challenge-092515ironshod.html



Challenge: Design an uncommon enchantment or sorcery card for this illustration. Bonus points for expressing 'punk' and/or 'kinship' (not the keyword).



Taming a Dragon
Sorcery
Target creature you control gains flying until end of turn.
Untap target creature and gain control of it until end of turn. That creature gains haste and flying until end of turn.

24
Magic: the Gathering / Suspend Inverse
« on: October 14, 2015, 11:45:28 PM »
"Suspend -N -- <less cost>" means for each <less cost> you don't pay from mana cost, exile this card from your hand with N time counters.

ex.

Suspend -1 --

your options:
pay 3u, cast right away
pay 2u, suspend with 1 time counter
pay 1u, suspend with 2 time counters
pay u, suspend with 3 time counters

ex.

Suspend -2 --

your options:
pay 3u, cast right away
pay 2u, suspend with 2 time counter
pay 1u, suspend with 4 time counters
pay u, suspend with 6 time counters

25
Halimar Awaken Prison

Highlight: Halimar Tidecaller is like Snapcaster Mage for awaken decks, and in some cases more abusable, repeatable here. Snapcastered spells are exiled. Halimar spells go back to graveyard, ready to recast again and again. It's also a lord granting flying to animated lands for the finish.

Apprentice MTGO
 5c Control
--Permanents 17
4 Mirror Mockery
4 Halimar Tidecaller
3 Retreat to Coralhelm
1 Kiora, Master of the Depths
4 Siege Rhino
1 Willbreaker

--Spells 15
4 Anticipate
3 Ruinous Path
3 Scatter to the Winds
4 Bring to Light
1 Planar Outburst
--Lands 28
1 Island
1 Swamp
1 Forest
4 Flooded Strand
2 Polluted Delta
3 Bloodstained Mire
2 Wooded Foothills
2 Windswept Heath
2 Prairie Stream
2 Sunken Hollow
1 Smoldering Marsh
1 Cinder Glade
1 Canopy Vista
3 Shambling Vent
2 Lumbering Falls
--Sideboard
2 Duress
1 Scatter to the Winds
2 Nissa, Vastwood Seer
2 Retreat to Kazandu
1 Utter End
2 Rising Miasma
1 Mire's Malice
1 Aligned Hedron Network
1 Ob Nixilis Reignited
2 Exert Influence

This deck is very fun and strong.

Archetype = 5-color control with a possible soft-locks: Halimar Tidecaller & Mirror Mockery into Scatter, Path, and Malice. Discard + Counters ensure a stronger lock. If they play spells, you counter. If they don't, you make them discard.

Planeswalkers are quite strong right now. Nissa fetches a forest, then gets way better after transformation. Kiora gets you a land and a creature, and dumps the rest into the graveyard. Fortunately, Halimar Tidecaller can bring some of them back and feeds Jace.

Speaking of which, Willbreaker is ridiculous with Jace and Kiora and Retreat to Coralhelm. Steal a creature every turn with Planeswalkers, Retreat to Coralhelm, Rush of Ice and Mirror Mockery targeting the opponents' creatures. Each fetchland while Retreat is in play can steal two creatures; you may sacrifice the fetchland to steal at instant speed. Den Protector can retrieve fetchlands to be reused to steal more creatures. Keep Scatter to the Winds in hand to protect Willbreaker, then bring them back with Halimar.

Need a 2cc spell to help me get lands for at least first 5 turns. None of the cards in the format put a land directly into play for 2 mana. So next best thing is cantrip like Anticipate. Early game I'll choose land and late game it can help me get spells.

Many paths to victory: Siege Rhino, flying animated lands, stealing creatures.

How to play:

The main colors are blue and black. Your first few lands should provide mana of those two colors. Green is next for Nissa, Kiora, and Bring to Light. White is necessary to activate Shambling Vent and to cast Siege Rhino, Planar Outburst, and Utter End. Bring to Light (BTL) can find almost any spell as long as you have lands with different colors. There are no red spells; the red lands are there to support BTL. Keep getting lands into play; you will need a lot of them.

First few turns, you may use 1-3 cmc cards to stave off aggro. Even Mirror Mockery on opponent's creature if necessary. Play Planeswalkers to draw cards and keep the lands coming.

Mid and late game plans include the following. Cast Bring to Light as appropriate.
  • Siege Rhino damage and life drain. Smack on Mirror Mockery if possible.
  • Halimar lock. Better if opponent's board is clear, so you can enchant it with Mockery. Even if not, multiples of Halimar can let you recast Ruinous Path or Scatter multiple times.
  • Animate lands that then fly with Halimar in play. Cast spells with Awaken kicker, preferably putting the counters on Shambling Vents or Lumbering Falls. They then become huge creatures with lifelink or hexproof.
  • Finally, steal creatures with Willbreaker via Jace, Kiora, Mockery, or Retreat to Coralhelm.


27
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: September 19, 2015, 05:22:36 AM »
RCCC #849: Make a card that either uses landfall, awaken, or a mechanic that could have replaced awaken in battle for zendikar (as in a "lands matter" type of mechanic).

Planar Cataclysm
Sorcery
Each player chooses from among the permanents he or she controls an artifact, a creature, an enchantment, a land, and a planeswalker, then sacrifices the rest.
Awaken 4 --

RCCC #854: So here's the challenge. Make either:
- a noncreature card (that can't change into a creature) with a creature-only ability or that mimics one
- an instant or sorcery with a permanent-only ability or that mimics one


Keyword: Ethereal

Twist on persist and undying, but meant for enchantments (read: Auras) and maybe artifacts and lands.

Ethereal Skin ** WINNER **
Enchantment - Aura
Enchant creature
Enchanted creature has Absorb 1.
Sacrifice ~: Regenerate enchanted creature.
Ethereal (When this permanent dies, if it had no ethereal counters on it, return it to the battlefield under its owner's control with an ethereal counter on it.)

28
Magic: the Gathering / Re: [YMTC] Art Challenge
« on: September 19, 2015, 02:47:18 AM »
091815: http://goblinartisans.blogspot.com/2015/09/weekend-art-challenge-091815nightsongws.html



Challenge: Design a card for this illustration. Bonus points for telling a story.



Mirror of Delusion
Artifact
You may choose not to untap ~ during your untap step.
, : Tap target creature. It doesn't untap during its controller's untap step for as long as you control an Illusion creature. Summon a token that's a copy of that creature. It's an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."

29
Magic: the Gathering / Re: [block] Tribal Block Designs
« on: September 11, 2015, 04:33:44 PM »
Classy Charms

Monk's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains lifelink until end of turn.
• Counter target spell that targets you or a permanent you control.
• Tap up to two target permanents.

Wizard's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains flying until end of turn.
• Counter target noncreature spell.
• Exile target permanent until the next end step.

Rogue's Charm
Instant
Choose one —
• Target creature gets +2/+2 and can’t be blocked until end of turn.
• Destroy target tapped permanent.
• Draw two cards, then discard a card.

Warrior's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains menace until end of turn.
• Target creature you control fights another target creature.
• Destroy target permanent with converted mana cost 2 or less.

Druid's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains trample until end of turn.
• Untap up to two target permanents.
• Destroy target artifact or enchantment.

30
Arts, Literature, and Crafts / Re: [lang] Flownetic: The Phonetic Script
« on: September 06, 2015, 06:23:03 PM »
Re: flownetic

Vowels, like consonants, also have their own features and categories. It's a travesty that very few understand that, let alone consider this when designing their writing systems.

First, there are rounded and unrounded vowels. Rounded means the lips pucker up. In Flownetic some vowels are only straight lines (unrounded), while others have some type of curve (rounded). For the most part, the table of vowels follows the IPA chart of where each vowel sound is placed. Vowels are further divided by other features. Back sounds on the left, front sounds on the right. Close vowels at top, open vowels at bottom.

The shapes of the common vowel sounds (in my familiar languages, namely English, Cantonese, and Mandarin) is how I envision them is my mind. For instance /i/, is a consistent, flat sound that shoots straight out of one's mouth. The flatness also resembles a closed mouth.

Consonants are organized similarly on the table. Pharyngeal and glottal sounds on the left, palatal and alveolar in middle, then dental and labial to the right. A vertical line in a letter can be the throat, lips, or palate. A curvy line shows tongue placement or movement, or sibilant sounds.

For example, for /k/ sound. If the speaker is facing right, then the throat is on the left. Hence the vertical line is placed at the left of the letter. Pronouncing /k/ involves curling the tongue towards the throat. Hence a curvy line protrudes from the vertical line.

A mirror of that is for /t/ sound. If the speaker is facing right, then the teeth are on the right. Hence the vertical line is placed at the right of the letter. Pronouncing /t/ involves the tongue touching the teeth. Hence a curvy line touching the vertical line.

Other main features of consonants are voiced/voiceless and aspirated/unaspirated. The base consonant is voiceless and unaspirated. In Flownetic, voiced consonants have something repeated from the base consonant. For example, /v/ is a voiced /f/. So the slash part of is repeated, becoming double slashes, like so: .

Likewise, aspirated consonants have something added to the base consonant. So a /k/ to /kʰ/ , moves the curvy line up and adds another protruding line. This is important to languages like Cantonese and Mandarin, where /k/ and /kʰ/ are distinct sounds.

The sibilant sounds, such as /s/ and /z/, are shaped like sine waves. This was the most challenging consonants, since there are so many sibilant sounds used across different languages that I wanted to cover. The current version has the /s/ and /z/ vertical like the Latin letters of the same sounds. Then there are extra letters with additional curves above the main symbol, to denote different areas the tongue touches. The more complex sibilant sounds become horizontal sine waves. These sibilant sounds are actually compound consonants. In IPA these are preceded with /t/ or /d/. However, I needed simplify them because they are quite common in some languages. Mandarin has 9 sibilant sounds (in Pinyin, they are s, sh, c, ch, z, zh, x, q, j).

Many phonetic alphabets suffer from what some call Tengwaritis. At first glance, it's very hard to distinguish letters because they all look so similar. That was the light bulb moment that led me to create a fresh phonetic script that steers clear of having every letter look almost identical, while still retaining featural clues based on real human anatomy. Not unlike Hangeul, which was another major influence. However, Hangeul suffers another problem, is that most people around the world aren't used to rules of putting letters in certain areas of a box. I prefer the simplest rule: place the next letter to the right.

Thus, the name of Flownetic embodies many different meanings. Flow (1) is the flow of each letter somehow resembles the position and gestures of your tongue, lips, and mouth (when viewed as if mouth is facing to the right.) Flow (2) is the flow of the words and sentence structure. Each letter follows another, flowing like water. This is the case of most writing systems, including English, French, other European systems, Japanese, etc. Flow (3) is the ease of writing it using pen and paper. Using simple lines, simple curves, and simple shapes. As counter-examples, Greek and Cyrillic have complicated, convoluted shapes. Flow (4) is the ease of reading it and learning it. Partly because of simplicity, partly because of distinction between letters (i.e. free from Tengwaritis.)

31
Arts, Literature, and Crafts / Re: [lang] Li-Ya-Hu
« on: September 06, 2015, 02:20:59 AM »
MBS 27 Domains Chart
http://www.shenafu.com/wp/mbs-27-domains-chart/

Each Liyahu letter can be divided into three parts, or houses. Each house is dominated by either mind, body, or soul. Which symbol you put in each house will modify or define that house.

The simplest to explain is the left house, dominated by body. For the elements, this house defines what the element looks like or how it is manifested. A mind symbol in the body house means it is imaginary or abstract, only an idea. A body symbol means it has matter and can be felt and seen. A soul symbol means it invisible but has energy or force, or gaseous, or related to emotional or spiritual expression.

This method inducted to all elements, by filling every house with different symbols. Each permutation of houses and symbols forms a unique element.

The most iconic element is that of Man.

The man has a physical body (body symbol in body house), a heart that can feel various emotions (soul symbol in soul house), and has the capacity for thought and advanced mental faculties (mind symbol in mind house). This element's graphic is also the icon for the Liyahu language and philosophy.

32
Arts, Literature, and Crafts / Re: [lang] Li-Ya-Hu
« on: September 04, 2015, 04:50:53 PM »
The Origins of Liyahu

Liyahu began as a gimmick for a conceptual RPG that I've had in mind for a long time. A central theme in this RPG is archaeology. To make things more interesting for the player, I wanted to create a forgotten language used by a long-gone group of people. Players would discover this exotic language as they explore the caves and ruins inhabited by the ancients.

The trinity has always fascinated me since I was a young adult. The idea came from the Dianetics book (I'm not a Scientologist) I read in 1997-98. The main idea that impressed me was the interplay between the three entities of mind, body, and soul. The number 3 is also an important, mystical, and flexible number. It's balanced (cf. rock-paper-scissors, triangle is the sturdiest shape), simple, repeatable, expandable, etc. More recently, I learned about ternary logic and how much better it is than binary (true/false) logic. (Aside, I'm designing a programming language with ternary logic as one of its core.) Also base-3 numbers are actually more efficient than base-2.

Back to Liyahu. The first roadblock is how would my letters in this alphabet look like. I saw other constructed languages based on concepts of 2 and 4. They usually put symbols side by side or in a square. Similarly for my base-3 writing, I decided to divide my letters into three parts. Hence, the skel (short for skeleton) that is shaped like a Y. The letters would be combinations and permutations of smaller symbols arranged around this skel.

The symbols for mind, body, soul came about quite simply. Mind is a vague outline of a (human) brain, separated by left and right halves. Body is an upright (human) body. Soul shows the four chambers of the (human) heart (as well as a cross pertaining to many spiritual philosophies, including ancient Babylon and Egyptian, Christianity, and Hinduism.)

With the symbols set, the next major hurdle is connecting them to the sounds used in speech (in particular, what our human voices can make.) Many alphabets in real-world languages comprise about 20 to 30 letters. Coincidentally, I can fit around that much using single and double symbols: 9 singles and 27 doubles = 36 letters. Thus I reserved 9 single letters for vowels and 27 doubles for consonants.

I sought the 3 most common, yet distinct vowel sounds found in languages around the world, and concluded these were A, I, and U. Then connected them to the trinity: A is the sound of physical release (e.g. when a fighter is about to punch), U is the sound of breathing central to many spiritual activities (e.g. yoga, meditation, hu is also the Mandarin word for exhale), which leaves I for mental activities. Another reason for choosing these 3 vowels, is that according to the IPA vowel chart, these 3 vowels occupy the corners of the chart. So, there is plenty of room between them to locate other lesser vowels and group them closest to the major vowels.

Consonants will contain two symbols in specific permutations. However, repeated symbols are rarer than combined symbols. That is, there are fewer mind-mind permutations than mind-soul. Hence, repeated symbols shall form the basis of consonants. For these, I sought out the glides, semi-glides, and pharyngeal sounds. First, there are fewer of these sounds than 'harder' consonants. Second, it distinguishes this language from real-world languages, which usually form around 'harder' consonants. Third, they sound smoother and less effort to pronounce. Liyahu comes out smoother than say, Bikatu. Also important is how close these sound to the essence of mind, body, soul. YA is the sound of physical release. HU is the sound of breathing. LI is the root of words like 'literature', 'letter', 'library', etc. (Thus I also defined 'li' in this language to mean 'letter'.)

The rest of the consonants are organized by family of sounds according to linguistic theories. Where the sound comes from (throat, nasal, mouth), position of tongue and teeth, voiced, aspiration, etc. Then fit these groups as best with the concepts mind, body, soul, along with the sounds of A, I, U.

The choices of vowels and consonants are highly influenced by English, Cantonese, and Mandarin.

The names of the vowels is simply the base consonant sound--L, Y, or H--plus the vowel sound. For example, E belongs to I group, which is related to L. So L + E = le.

The names of the consonants is simply the consonant sound plus the vowel in the empty position of the symbol. For instance, L is missing the right symbol, which is the default position of the soul symbol, or U. Hence L + U = lu.

The default positions of the symbols situated around the skel is thus: mind at top, body left, and soul right. This has other ramifications for other matters, including 3-symbol letters, word composition, alternative writing systems, structural concepts (such as past, present, future), etc.

Words are created where each letter represents a process and property of that word. For example, the word for fire is 'hus'. H (soul-soul) means it has no physical state. You can't hit it or hold it. U (soul) means it moves around like a breath of air. S (soul-body) means it can warm the body and the heart. Fire also makes a sizzling sound. Thus, individually each letter for the word fire 'hus' and together embodies the essence of fire. (It also sounds very close to the Mandarin word for fire 'huo'.)

The variant writing systems began as a way to facilitate writing Liyahu with pen and paper. Variants 7 and 2 came first. However, the forums posts goes by the order I have in my notebook, where I experiment and practice the different writing systems. I must say, variant 2 is actually quite fun to write with pen and paper (and looks cute to boot). As you said, simple symbols, trimmed to the essential, make things efficient and practical. Then I expanded to wildly other forms of 'writing', although some of these seem more fanciful than practical. Variant 11 is inspired by Phyrexian writing (from Magic: the Gathering card game), through which I learned about ancient Incan communication methods that tied ropes and knots called 'quipu'.

One of my most ambitious, fanciful idea for the RPG is to have different writing systems appear on different parts of the game (i.e. on different worlds and levels).

(Note: This post is a response to Napishtim's questions via PM.)

33
Magic: the Gathering / Re: Dual / Multi Lands - Old, Recent, and Custom
« on: September 04, 2015, 12:04:03 PM »
Uncommon trilands / tribal lands
Where classes are shard colors

Monk's Monastery
Land
: Add .
: Add , , or . Spend this mana only to cast Monk spells or activate Monk abilities.

Wizard's College
Land
~ enters battlefield tapped.
: Add .
: Add or . Spend this mana only to cast Wizard spells or activate Wizard abilities.

Rogue's Guild
Land
: Add .
, : Add .

Warrior's Coliseum
Land
, : Add , , or to your mana pool.

Druid's Circle
Land
: Add .
, disable a Druid: Add one mana of any color.

34
Magic: the Gathering / A Set in Four Cards: Tit and Ass
« on: August 26, 2015, 01:40:57 AM »
Nefertiti, Beautiful Has Come
Legendary Creature - Human Noble
Titular Cleave--Exile a card named ~ from your hand or graveyard: Target player mills half er library rounded up.
When ~ deals damage to a player, scry X, where X is number of cards in your exile named ~. Then draw a card.
3/6

Titania, Goddess of Fertility
Legendary Creature - Elemental
Hexproof
Titular Cleave--Exile a card named ~ from your hand or graveyard: Search your library for X land cards and put them onto the battlefield tapped, where X is half the number of lands you control, rounded down. Then shuffle your library.
, : Target land you control also becomes a X/X creature until end of turn.
6/6

Tito, Who Milks Titania's Fertile Bosom
Legendary Creature - Titan
Titular--Exile a card named ~ from your hand or graveyard: Until end of turn, if ~ would deal damage to another object, it deals 2 plus that amount of damage instead.
Shooter (When this blocks or is blocked by another creature, this deals 1 damage to that creature.)
3/3

Titus, Who Gropes Nefertiti's Magnificent Titties
Legendary Creature - Titan
Memorize a white or blue instant or sorcery (When this enters the battlefield, you may exile a white or blue instant or sorcery card from your hand. : You may copy the memorized card and cast it.)
Titular--Exile a card named ~ from your hand or graveyard: Exchange the memorized card with a white or blue instant or sorcery card in your hand.
2/2

Note Titular and Cleave are two separate ability words.

Cleave deals with half, separate, pile, etc.

Titular mentions a card of a specific name. Usually the same name as the card it appears on. In the case of Nefertiti, her ability is a variant of Grandeur.

35
Magic: the Gathering / Re: Dual / Multi Lands - Old, Recent, and Custom
« on: August 22, 2015, 04:13:05 PM »
Mystic Fountain
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, you may search your library for a Plains or Island card and reveal it. Then shuffle your library and put the revealed on top of it.
: Add or to your mana pool.

36
Magic: the Gathering / Re: Mechanics
« on: August 17, 2015, 08:37:36 PM »
Contains spoilers for Battle for Zendikar

Eldrazi has a new ability called

Spoiler  Devoid:
Devoid (This has no colors.)

such as this spoiled card:

Dominator Drone
Creature - Eldrazi Drone
Devoid (This card has no color.)
Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)
When ~ enters the battlefield, if you control another colorless creature, each opponent loses 2 life.
3/2


Coincidentally, I was just thinking of something like this. Originally I thought "Ætherwalk" sounded very cool and wanted to find a suitable mechanic for it. Since it contains the word Æther, it would probably involve colorless quality. So I was thinking a new supertype:

Æther xxx
(Æther cards are colorless.)

Then related abilities:

Æthergon Leviathan
Æther Creature - Leviathan
(Æther cards are colorless.)
Affinity for colorless nonland (This costs less to cast for each colorless nonland permanent you control.)
Trample
8/8

Then finally back to Ætherwalk, it would come out like this:

Æthergon Skywalker
Creature - Merfolk Rogue
Ætherwalk (This can't be blocked if you control a colorless nonland permanent or you casted a colorless spell this turn.)
2/2

Naturally, this would imply colorless instant and sorcery spells paid with colored mana, ala Ghostfire, or colorless mana, ala All is Dust.


37
Magic: the Gathering / Re: Mechanics
« on: August 15, 2015, 04:38:07 AM »
Creatures learn spells. by 1) when creature etb, imprint card of specific quality. 2) as instant/sorcery resolves, attach to creature of specific type (ala cipher).

on instant/sorcery:
Typecast - <subtype> (Then you may exile this spell card imparted on a <subtype>. Whenever that creature attacks, its controller may cast a copy of the imparted card without paying its mana cost.)

on creatures:
Learns a <card quality> (when this etbs, exile a <card quality> card from your hand. : copy exiled card and cast it.)

Ex.

Soldier's Shout
Instant
Creatures you control get +1/+1 until end of turn.
Typecast - Soldier (Then you may exile this spell card imparted on a Soldier. Whenever that creature attacks, its controller may cast a copy of the imparted card without paying its mana cost.)

Prodigal Wizard
Creature - Human Wizard
Learns a blue instant (when this etbs, exile a blue instant card from your hand. : copy exiled card and cast it.)
2/2


38
Magic: the Gathering / Æthergon & Ebojaws
« on: August 13, 2015, 07:28:44 PM »
Plane name: Æthergon . Underworld = Ebojaws (Liyahu based names)


Æthergon Leviathan
Creature - Leviathan
Affinity for colorless nonland (This costs less to cast for each colorless nonland permanent you control.)
Trample
8/8

Æthergon Skywalker
Creature - Merfolk Rogue
Ætherwalk (~ can't be blocked if you control a colorless nonland permanent or you casted a colorless spell this turn.)
2/2

39
Magic: the Gathering / Re: Autocard as Opera Extension and Userjs
« on: August 13, 2015, 03:36:05 PM »
1.55
added Magic Origins double faced cards (pending)

Apprentice MTGO
 Decklist
Kytheon, Hero of Akros
Jace, Vryn's Prodigy
Liliana, Heretical Healer
Chandra, Fire of Kaladesh
Nissa, Vastwood Seer
Gideon, Battle-Forged
Jace, Telepath Unbound
Liliana, Defiant Necromancer
Chandra, Roaring Flame
Nissa, Sage Animist

1.56
debug mode option
debug log as fixed P element
debug mode logs imgs[cardname] (all URLs under that cardname)
include file://localhost/
move gatherer.wizards.com to last

40
Magic: the Gathering / Re: [YMTC] Random cards
« on: August 12, 2015, 01:03:25 PM »
Elesh Norn, Minister of Truth
Legendary Creature - Praetor
Vigilance
Each colorless cost while casting a spell is paid with :mphw instead. ( :mphw can be paid with either :mw or 2 life. For example, :m2 is paid with . This affects all players.)
4/7

41
Magic: the Gathering / Re: Dual / Multi Lands - Old, Recent, and Custom
« on: August 11, 2015, 11:53:21 PM »
Inspired by discussion at MTG Salvation

Sejiri Camp
Land - Plains Island
~ enters the battlefield with a ruin counter.
~ doesn't untap as long as it has a ruin counter.
When a land enters the battlefield under your control, remove a ruin counter from ~.

42
Magic: the Gathering / Re: Mechanics
« on: August 11, 2015, 10:33:26 PM »
Mana chain (When this enters the battlefield, choose target creature. As long as this is alive, the chosen creature has "At the beginning of your upkeep, sacrifice this creature unless you pay .")

Ex.
Tabernacle Uncle
Creature - Human
Mana chain (When this enters the battlefield, choose target creature. As long as this is alive, the chosen creature has "At the beginning of your upkeep, sacrifice this creature unless you pay .")
Protection from the chosen creature
2/2

Slippery Fish
Creature - Merfolk Rogue
Mana chain (When this enters the battlefield, choose target creature. As long as this is alive, the chosen creature has "At the beginning of your upkeep, sacrifice this creature unless you pay .")
The chosen creature can't block ~.
2/2

Benxhi Fraengk
Legendary Creature - Human Wizard
Mana chain (When this enters the battlefield, choose target creature. As long as this is alive, the chosen creature has "At the beginning of your upkeep, sacrifice this creature unless you pay .")
Whenever ~ or the chosen creature becomes the target of a spell, draw a card.
2/3

43
Magic: the Gathering / Re: [YMTC] Random cards
« on: August 11, 2015, 04:48:07 PM »
Seek Knowledge
Sorcery
Target player draws two cards.

44
Magic: the Gathering / Re: [YMTC] Random cards
« on: August 08, 2015, 12:23:54 AM »
Bank of Vandoqy
Land
When enters the battlefield, you may search your library for a basic land card. If you do, reveal it, then shuffle your library and put that card on top of it.
: Add to your mana pool.

one idea to raise its power level is CITP tapped, add one mana of any color. but seems too much.

extrapolate to duals, possibly replacing onlaught/zendikar fetches:

Mystic Fountain
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, you may search your library for a Plains or Island card. If you do, reveal it, then shuffle your library and put that card on top of it.
: Add or to your mana pool.

45
Tech Support / [HOWTO] RDP on any Windows version
« on: August 01, 2015, 09:58:35 PM »
Windows Home Premium and below do not allow RDP. Fortunately there is a very easy and unintrusive program to emulate RDP, called AMMYY.

Download from here:
http://www.ammyy.com/en/downloads.html

The file doesn't install anything. Just run the program on both computers and allow each other to RDP.

Instructions for first run:
http://www.ammyy.com/en/admin_screenshots.html

You can also set it as a service so it runs in the background at all times without needing to manually start the program. In AMMYY, go to menu > Ammyy > Service > Install. This only sets it as Automatic and will start upon computer reboot. It doesn't start the service immediately. To start it right away, go to menu > Ammyy > Service > Start.

46
Magic: the Gathering / Re: Mechanics
« on: July 27, 2015, 10:42:17 PM »
re: [GDW] Ascend - A Boros Mechanic
Perhaps a nice twist of Monstrosity. Ascended creatures become anthems that grant bonuses to all creatures you control. Note Leader is a creature type.

<COST>: ~ ascends N ranks. (If ~ isn't a Leader, put N +1/+1 counters on it and it becomes a Leader.)

As long as ~ is a Leader, all creatures you control get <SOMETHING>.

ex.
As long as ~ is a Leader, all other creatures you control get +1/+1.
As long as ~ is a Leader, all creatures you control have first strike.
As long as ~ is a Leader, all creatures you control have flying.



47
Arts, Literature, and Crafts / Re: [lang] Li-Ya-Hu
« on: July 27, 2015, 02:21:15 PM »
Latin font inspired by Liyahu symbols

L2A test page

Alphabet:
Spoiler:
LetterFontBase
a
b
c
d
e
f
g
h
i
j
k
l
m
n
o
p
q
r
s
t
u
v
w
x
y
z

Examples:

Liyahu:


Conscipt:

48
Magic: the Gathering / Re: Mechanics
« on: July 23, 2015, 11:14:22 PM »
More possible Dimir evergreen mechanics

Brain damage (When ~ deals combat damage to a player, look at their hand and the top card of their library. You may exile one of them.)

Brainwash N (When ~ deals combat damage to a player, look at the top N+N cards of their library. Exile N of them and put the rest into their graveyard.)

49
Magic: the Gathering / Re: Paragon - Set in modern Earth
« on: July 17, 2015, 01:42:31 PM »
Mechanics distribution

Card draw - BS, gv
Beings, tokens - OV, gs
Abortion - BV, os
Energy production - GV, ob
Discard - SV, ob
Direct damage - V, sg
Healing - GO, sb
Combat tricks - VB, so
Evasion - SB, vo
Resurrect - SO, gb
Mill - BS, gv
Destroy being - VSO, bg
Exile - OB, sv
Withdraw - GO, b
Pump - GV, bso
Deflate - SV, b
Search any - BS, v

Land - GV, o
Agenda - BO, v
Invention - SG, b
Equipment - BG, v
Strategy - VB, s
Tactics - VS, b
Transformation - OV, s
Building - OG, v
Hand - BS, g
Graveyard - OS, g

50
Magic: the Gathering / Re: Paragon - Set in modern Earth
« on: July 16, 2015, 08:39:48 AM »
Color Pie

Magic vs Earth

Magic's color pie focuses more on antagonism and duality. That makes for great flavor and conflict. However, that doesn't fit Earth's flavor and design goal. Abstract ideas like good vs evil, fire vs ice, nature vs artifice, smart vs dumb, give wrong ideas about earthly beings. Instead, Earth will emphasize the specialities of each alignment and the unions of those alignments. That is, Magic has colors and conflict, whereas Earth has alignments and unions. That said, color and alignment will sometimes be used interchangeably for this project. Moreover, while Earth doesn't play into the allied vs enemy colors, we will still organize them in such a way to allow cycles and half cycles.

Aspire to victory
How to divide the alignments? One influence are civilization simulation games. Civ games basically allow five different paths to victory: domination, technological, cultural, diplomatic, and economic. We translate these to five major traits: dominance, knowledge, creativity, community, and production. This not only fits perfectly for human civilizations, but also for other biological ecosystems. For instance, rats and cockroaches aren't selfish and evil (hence black). They just excel at adapting to their environments (creativity). Magic's red creatures fight because they're dumb and rash. Earth's beings fight because they crave conquest, are territorial in nature, and want to display their superiority (dominance).

This method of division grants depth to each alignment and each alignment is well-defined. Also importantly there is no meta-color. For instance, in Magic, many new unexplored mechanics and abilities are dumped into blue's pie because it is the meta-color. Without such a meta-color, we can avoid situations where one alignment hoards too many abilities while other alignments become too shallow.

Pie chart

The following chart shows the five alignments' central characteristic, as well as their main victory goal and relationships with other alignments.

  • Knowledge (B)
    • Potential knowledge
      • Research (S)
      • Education (O)
    • Applied knowledge
      • Skill (V)
      • Technology (G)

  • Production (G)
    • Physical work
      • Mechanics (B)
      • Craftsmanship (S)
    • Net work
      • Synergy (O)
      • Economy (V)

  • Dominance (V)
    • Influential prowess
      • Affluence (G)
      • Expertise (B)
    • Competitive prowess
      • Strategy (S)
      • Conquest (O)

  • Community (O)
    • Integrated group
      • Uniformity (V)
      • Teamwork (G)
    • Extended group
      • Government (B)
      • Diplomacy (S)

  • Creativity (S)
    • Creative traits
      • Charisma (O)
      • Adaptability (V)
    • Creative process
      • Invention (G)
      • Culture (B)

Reading the chart
The 1st layer are the central trait of the alignments and the color shorthand in parentheses. The 2nd layer further divides the traits. The 3rd layer shows the relationships and unions with each of the four other alignments. One of those unions also signify the alignment's victory type. For instance, Knowledge's aspires for a technological victory, which is somewhat influenced by the Production alignment.

There no hard-wired allied or opposing alignments. However, for the sake of visual aid, organization, and cycle design, the order here put the alignments closest to their own ideals. For instance, Creativity are closest to Knowledge and Community, since Creativity's main goal is cultural victory, and that most closely aligns with technological and diplomatic ideals.



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