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Everything posted by Metagross31
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Here you go: https://www.youtube.com/watch?v=KTYzSFVB-98
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Thanks for the feedback! I will definetely add a requirements.txt, eventhough I think all you need (i.e. tkinter) is included in Python3 by default. I have already thought, that installing python is an additional step, which not everybody might want to make, but sadly I don't know any Javascript, so I can't really make a web interface yet. But I might look into your idea of using FLASK to put a web interface in front of a python backend. Another idea I had was trying to write it in C++, but I want to have it OS independent and cross compiling can be a pain, especially with GUIs.
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The Skylords Open #7 NEW DATE 15.05.21
Metagross31 replied to Toggy's topic in Events and Tournaments
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Alright, I will make one early next week
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It does not need the skylords client at all. I just took the formulas for the void flow from @Eirias' old PvP tutorial and put them into a little program. https://www.youtube.com/watch?v=zhqUuZMUb0Q
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Cleaning up and updating card descriptions - Megathread
Metagross31 replied to Bini Inibitor's topic in Client-Sided
I don't know, if this is already somewhere in this thread, but Lost Dragon actually knocks back small and medium units with its attack, but I does not say it in the card description. -
Is it a bird? Is it a plane? No! It's a worm! And he has a new little tool for you! Hello Everyone, today I want to present you a little tool I have been working on recently, which some of you might find useful. I call it the "Skylords Ultimate Battle Simulator", or SUBS for short. It is a small tool that let's you simulate power levels of two players in a game of Skylords. What does that mean? It means that SUBS can track power pool, void pool, number of power wells and value of the standing army for two players and enables you to interact with those numbers! This allows you to, for example, simulate PvP fights with multiple units and spells played, wells built and kicked and then later check, who is ahead in terms of power. Or you can use it to see how much power a player would have in a PvE scenario after playing some spells/units/buildings and might be helpful in planning power efficient speedrunning strategies. But let's look at some screenshots: This is the main window of SUBS. On the very left you see the current power, void, well and army values for both players. Next to it you see the inflow of power every 2 second (the same numbers as you can see ingame). Between the numbers for the two players is a button that says "Toggle powerflow". This button starts/pauses the flow of power from your wells/void to the power pool. When you start the program, it will be stopped by default. Let's see what happens, when we start it and wait for some time: As you might have expected, some of the power from the void has flown into the power pool. Additionally, some power from the wells has flown into the power pool as well. You can pause the flow by clicking the button again. This allows you to estimate the situation in further detail. But let's continue with the exploration of the main window. Next to the current values, there are two buttons "Build Well" and "Kick Well". These buttons do what you expect from them - building a well takes away 100 power and adds a well, kicking one just takes away a well without giving any refund. Then there is the "Spells" column. This, obviously, allows you to simulate the casting of spells. If you click on the "cast" button next to any of the power costs, that much power will be taken out of the power pool and 90% will be added to the void pool. Lastly, there is the "Units and buildings" column. There you can spawn units and buildings with a certain value by clicking the respective "spawn" button. This takes power from the power pool and adds it to the value of your standing army. You can kill the unit by clicking the "kill" button. This will remove its cost from the standing army and add 90% of it to the void. That's all there is right now in terms of functionality, but I plan to extend it a bit, at least so much, that you can play cards with other costs than the ones hard coded right now and that you can change the starting values without messing with the source code. "That sounds cool! How can I use it?" The program itself is written in Python3 using the tkinter library. So it should run on most operating systems without any problems, if you have python installed. You can find the source code of the program at my github page. Just download it from there, go to the src/ directory and run the file main.py in python. https://github.com/Metagross31/SUBS If you want to change the starting values of power etc., open the file config/default.txt in a text editor and change it from the values given to whatever value you like. In the following video I show you how to use SUBS: That's it for now, I hope you find this interesting. If so, I will definitely continue to work on it and keep you all updated. If you have any suggestions on what to add or how to implement it, feel free to ask them here!
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Higher Tier archers - give T3/4 walls some love.
Metagross31 replied to Draconnor's topic in Suggestions
This really gives me Legend of Zelda Bomb Arrow vibes! -
The Skylords Open #6 24.04.21 -TESTSERVER-
Metagross31 replied to Toggy's topic in Events and Tournaments
No four Mounties? Big sad. How are we supposed to deal with pure fire then? -
The title pretty much says it. I think the PvE record leaderboards should also include a section for community maps. This might spark some competition for best times and thus increase the attentention they get and their popularity.
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The Skylords Open #6 24.04.21 -TESTSERVER-
Metagross31 replied to Toggy's topic in Events and Tournaments
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Only (imo minor) downside is, that the non-promo version will lose a bit of value. E.G. introducing promo shaman, even if it is untradable, will slightly reduce the shaman value, because the demand will go down.
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All-time fastest speedrun rankings (October 2013-September 2022)
Metagross31 replied to Pritstift's topic in PvE
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As my "all purpose deck" I actually use a pure nature deck with WW, Shaman and Dryad (B) as T1 units, work super well for most maps. On some more specific maps I play different decks, e.g. with Mana Wings. But Werebeasts are great too, but they don't synergize too well with Dryad, since they are often out of range. Long story short, I would second Kapo's opinion to just make multiple decks for different maps.
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Regarding Evocator's Woe: That sounds way too cheesy in my opinion, this will most likely just break a lot of maps and make them too trivial. Regarding Batariel: There are already changes planned, you will find them in the balancing discord. Better check them out before suggesting changes, which might be incompatible.
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R.I.P. Wazhai March 2009 - April 2021 Your jank will never be forgotten
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All-time fastest speedrun rankings (October 2013-September 2022)
Metagross31 replied to Pritstift's topic in PvE
Sub 2 Minute HYPE!- 66 replies
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There are actually efforts towards creating new cards. The problem is, that it would not make sense to just blindly rush them out. There is a lot of work, that has to be put into making new cards, for example: - Design The cards should feel unique and fit into their own nieche. For example, if you just make the Bandit Walker the same as construct, why even put it in? It needs its own identity to play and feel differently than existing cards. This includes: What are their effects? How many Orbs/Power do they require? Do they synergize well with other cards of the archetype. - Balance The cards should be balanced with existing ones, so that they are neither overpowered nor underpowered. The first would make it so, that everyone will just play them. The latter would make it that no one uses them. - Artwork The cards need a good design to fit into the style of the archetype. There are actually people doing this for the Amii faction (Nature/Shadow) in the art community discord right now. Simply copy-pasteing the PvE versions works, but might be a bit boring/repetitive. - Implementation When the whole design part of the card is done, the devs need to actually implement them into the game. This would also take some more time. So all in all, there will be new stuff in the future, but it will take its time, especially since this is only a fan project and people work on it in their free time.
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Concerning AIs: I generally like the idea and would love to see it implemented. The biggest problem I see right now is a missing API for programming one, I do not know though how much work it is to create one. Creating an AI afterwards will be the smaller problem I think. Especially if people can make and test their own AIs, there will be a quick development and we will probably see some decent ones quicker than we expect. Concerning Happy hours: I am all for that!
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Btw: Is the price for beating RadicalX still available? Not that I have any chance, but Just out of curiosity.