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Schzophr

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About Schzophr

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  1. Schzophr

    Mon Card( ! )

    Recent change removed TOON and ELEMENTAL added ELEMENTAL material card play. Example cards... Starry Blue Shadow/ELE/5 Attack 10 Defence 10 If this card is on the field with Starry Red Shadow, you may summon one MAN type monster of level up to 7. Starry Red Shadow/ELE/5 Attack 10 Defence 10 If this card is on the field with Starry Blue Shadow, you may summon one MAN type monster of level up to 7. Mystery Man/MAN/7 Attack 16 Defence 16 If this card is summoned by effect of Starry Red Shadow and Starry Blue Shadow, it gains 4 attack; while this card is face-up on the field, you may send from your hand to the graveyard any Starry Red Shadow or Starry Blue Shadow to gain 2 attack. Grandmaster Martial Artist/MAN/8 Attack 20 Defence 25 If this card is special summoned by way of Master Martial Artist it has this effect: inflict piercing damage to your opponent 's LP when battling defence position mon cards. Master Martial Artist/MAN/6 Attack 14 Defence 18 If this card is on the field, wait for your opponent's next turn to finish and then you can tribute this card to summon Grandmaster Martial Artist.
  2. Schzophr

    Mon Card( ! )

    Hi - thanks for your interest. Would you like to be part of a community project, where we will design and create Mon trading card(s). I have a good idea about our objective(s) and I will be a great asset to the squad. We will build the card game on paper, search for investors(I am one) and perhaps start a Kickstarter after we've finished a prototype. We will definitely ask the community to contribute card artwork.(I can draw.) Project Desc Designing game logic in a word processor and drawing correlate pictures. Leave a message here or Schzophr@protonmail.com My idea of Mon Card is the perfection of monster card games. It will be like YuGiOh game logic with art similar to Pokemon, but darker and more adult orientated. At the moment I have decided the game board will be 4x4. I have designed types as follows: FISH field orientated effects. BIRD summoning orientated effects. MAN hand playing. INSECT special summoning. FAIRY support and suppression. ELEMENTAL charge and chaotic effect. MACHINE type and card number effects. TOON material card play. FIEND grave play. I have implemented mix summoning between any combination monsters on the field if all cards are in the hand. The game will play like YGOTCG with one type of non monster card called a material card, with 100 LP and cards that attack for around 5 on average (without effect); this gives players time to place down greater cards and justifies high LP cost cards. Thanks for reading!
  3. Schzophr

    Captcha, did I solve it?

    I solved captcha with new lock design.Image of sphere that appears rotated differently across nine tiles in square, lots of the sphere is out of view and the part that does show is a sign of the spheres alignment. You are asked to configure the top most layers of the sphere in the image which has been jumbled up with an image you know is the bottom and is how they are aligned. Now possibly more complex shapes exist.
  4. Schzophr

    Mon Card Community Project

    Mon Card is a game like Yu Gi Oh where players battle on two sides of a four by four grid using Mon (or other cards). I consider it perfecting Yu Gi Oh, exploiting where it goes wrong and it's altitude. Mon Cards are gold, Ritual Mon Cards are blue, and Mix Mon Cards are red. Multiple Mon Cards on the field can be mixed in mix summon or Ritual Mon can be summoned using a special card, this is called a ritual summon. Players take turns, but there are no phases. Players place card on the grid, either Mon Cards on the front row or special cards on the back row. Special Cards on the grid can activate either players turn. When it's your turn, you draw a card from your deck and if an opponent's special card is activated it is activated as you draw, as you summon, mix summon, ritual summon, special summon, as you attack, as you use a special card - or can numerous other ways. Mon Cards have card effects. Another type of card is a Special Card which is an effect but not a mon. Effects can be diverse as long as it makes sense to players and is good game logic. Mon Cards have levels and the higher level the monster the more pay you need to produce to summon it to th field and that's in the form of lower level monsters who potentially cost nothing to summon to the field. Mon can be summoned through effect called a special summon. Mon have attack and defence, attacking stat is activated when a Mon Card is vertically aligned on the grid front row, and defence stat is activated when a Mon Card is horizontally aligned on the grid front row. Mon can attack once per turn unless by some effect, it changes. If the attack stat is higher than the stat which is active on the enemy Mon Card, that card is destroyed unless by some effect. If an enemy Mon Card is in attack position and is attacked by your monster with a higher attack stat, inflict piercing damage equal to the difference. Defence position monsters cannot attack and do not receive piercing damage. This game will require card designing. I am an apt artist and game logic designer but have no real experience. I will dedicate most of my time to this project and seek others to join my team. Current Work Example Hydra [ATK 1400[ ]DEF 1000] WATER | FISH If this card is in your hand, and you control a Hydra on the field, special summon Three-Headed Hydra from your deck. Three-Headed Hydra [ATK 2500[ ]DEF 2000] WATER | FISH This monster gains 500 attack for each other [Three-Headed Hydra] in the graveyard, hand, or on the field. Thousand-Headed Hydra [ATK 4000[ ]DEF 4000] WATER | FISH This card can attack as many times as there are enemy monsters on the field; this card must attack. Endless Hydra [ATK ?[ ]DEF ?] WATER | FISH This card is ritual summoned using Endless Ocean; this monster gains 1000 attack for each [Hydra, Three-Headed Hydra, Thousand-Headed Hydra or Endless Hydra] in your hand, graveyard or on the field. Red Dolphin [ATK 1900[ ]DEF 1300] WATER | FISH This monster gains 300 attack for each [Red Dolphin, Blue Dolphin, Green Dolphin or Yellow Dolphin] you control. Blue Dolphin [ATK 1800[ ]DEF 1400] WATER | FISH If you summon this card while there is a [Red Dolphin, Blue Dolphin, Green Dolphin or Yellow Dolphin, special summon a Red Dolphin, Blue Dolphin, Green Dolphin or Yellow Dolphin] which is not already on the field, from your deck. Purple Dolphin [ATK 2700[ ]DEF 2000] WATER | FISH This monster is mix summoned using [Red Dolphin and Blue Dolphin]. If this card attacks an opponents defence position monster, inflict piercing battle damage to your opponent. Yellow Dolphin [ATK 1700[ ]DEF1300] WATER | FISH If you control [Red Dolphin and Blue Dolphin], you can special summon this card from your hand. Green Dolphin [ATK 1000[ ]DEF2000] WATER | FISH You can tribute this card to add one [Purple Dolphin, Brown Dolphin or Orange Dolphin] in your graveyard to your hand. Brown Dolphin [ATK 2500[ ]DEF2000] WATER | FISH This monster is mix summoned several ways using [Blue Dolphin and Green Dolphin, Red Dolphin and Green Dolphin, Red Dolphin and Yellow Dolphin, Purple Dolphin and Red Dolphin, Purple Dolphin and Yellow Dolphin, or Purple Dolphin and Orange Dolphin.] You can tribute a monster to special summon a Brown Dolphin from your deck. Orange Dolphin [ATK 2000[ ]DEF2000] WATER | FISH This monster is mix summoned using [Red Dolphin and Yellow Dolphin]. If you control [Purple Dolphin, Brown Dolphin and this card] they cannot be destroyed by battle. Rainbow Dolphin [ATK 4000[ ]DEF 2000] WATER | FISH This card can only be ritual summoned by using Water World. This card cannot be destroyed by battle. If this monster battles a defence position monster inflict piercing battle damage to your opponent. Quirk [ATK 0[ ]DEF 0] WATER | FISH If you control a Quirk in face up attack position and this card exists in your hand, special summon one Abyss Snake from your deck. Abyss Snake [ATK 3000[ ]DEF 3000] WATER | FISH This monster can only be summoned under the effect of Quirk. If this card is summoned, pay 4000 life points. You must control a Quirk on the field in face up attack position. If you are interested leave a message in this thread and I will contact you or contact me via schzophr@protonmail.com
  5. Mon Card is a collectable card game currently under construction. It is a community project where members of the community contribute card designs and card art. Below is how much work is complete as of 14th of June. Please, if you would like to help adjust that document, leave a message in this thread. ---- Attributes (8) Water Fire Air Earth Light Dark Energy Matter Types (15) Fish Beast Bird Insect Fairy Fiend Elemental Machine Sentient Dragon Mage Toon Angel Devil Divine Each type is part of a tree that extends from each attribute: Fish belong to the Water attribute. Sentient belong to the Water and Fire attributes. Angel belong to the Fire and Air attributes. Beast belong to the Fire attribute. Bird belong to the Air attribute. Dragon belong to the Air and Earth attributes. Insect belong to the Earth attribute. Fairy belong to the Light attribute. Mage belong to the Light and Dark attributes. Fiend belong to the Dark attribute. Elemental belong to the Energy attribute. Machine belong to the Matter attribute. Toon belong to the Energy and Matter attributes. Devil belong to the Dark and Energy attributes. Divine belong to the Earth and Light attributes. **Disclaimer: ** Normally, no type is restricted to certain card effects or attribute, but game initiating cards will be restricted. We can expect most Fish to be water type originally, that's until a modest amount of cards are designed. Example Cards WATER FISH 1400 1000 (4) Hydra If this card is in your hand, and you have one Hydra monster on the field, you can special summon one Hydra from your deck. Tribute three Hydra on the field to special summon one Three-Headed Hydra from your deck. WATER FISH 2500 2000 (5) Three-headed Hydra This monster gains 500 attack for each card of the same name in the graveyard. WATER FISH 4000 4000 (10) Thousand-headed Hydra This monster can attack as many times as there are enemy monsters on the field. WATER FISH ? ? (10) Infinity Hydra This card is ritual summoned using Thousand-headed Hydra and Endless Ocean. This cards attack and defence become however many Hydra, Three-headed Hydra or Thousand-headed Hydra are on the field, in your hand and in the graveyard x 1000. WATER FISH 1800 1300 (4) Red Dolphin This monster gains 300 attack for every Red Dolphin you control. WATER FISH 1800 1400 (4) Blue Dolphin If you summon this card while there is another Blue Dolphin on the field, special summon one Blue Dolphin from your deck. WATER FISH 1900 1400 (4) Green Dolphin If this card attacks directly, add either Blue Dolphin, Red Dolphin, Green Dolphin or Yellow Dolphin, to your hand, from your deck. WATER FISH 1500 1300 (4) Yellow Dolphin When you summon this card, if you control Green Dolphin, special summon one Blue Dolphin from your deck. WATER FISH 2500 2000 (7) Brown Dolphin This card is mix summoned Blue Dolphin and Green Dolphin, Red Dolphin and Green Dolphin, or Red Dolphin and Yellow Dolphin, Purple Dolphin and Red Dolphin, Purple Dolphin and Yellow Dolphin or Purple Dolphin and Orange Dolphin. If you control another Brown Dolphin, you can special summon one Brown Dolphin from your extra deck. WATER FISH 3000 3000 (7) Purple Dolphin This card is mix summoned Blue Dolphin and Red Dolphin. This card must be in defence position but at the cost of 500 defense, it can be switched to attack position. It is switched to defence position after attacking. WATER FISH 2500 2000 (7) Orange Dolphin This card is mix summoned Red Dolphin and Yellow Dolphin. When this card is mix summoned, special summon as many Blue Dolphin, Red Dolphin, Green Dolphin or Yellow Dolphin from your hand as you want. This card gains 1000 attack if you control all three Blue Dolphin, Red Dolphin and Green Dolphin. WATER FISH 1900 1300 (4) Rainbow Shark If you control another FISH monster, you can special summon this card. If this card is special summoned this way, all enemy monsters lose 300 attack and all friendly monsters gain 300 defense. WATER FISH 1000 1000 (1) Quirk If you control another Quirk, you can special summon one Abyss Snake from your hand. WATER FISH 4000 4000 (10) Abyss Snake This card can only be special summoned through the effect of Quirk; when this card is special summoned, the owner of the card pays 4000 LP, and picks three from all FISH monsters in his/her graveyard, they are special summoned to his/her side of the field. WATER BEAST 2000 2000 (5) Aquatic Beast If you summon this card you can special summon one other Aquatic monster from your hand. WATER BIRD 1800 2200 (5) Aquatic Bird While this is face up on the field, Aquatic monsters cannot be destroyed by battle. WATER INSECT 1400 1600 (3) Aquatic Insect When this is summoned, special summon up to two other Aquatic Insect from your deck or your hand. WATER SENTIENT ? ? (7) Aquatic Swarm This card is mix summoned using three Aquatic Insect. Once per turn, you can remove from play one Aquatic Insect from your graveyard to increase this cards attack by 20 WATER FIEND 1600 1400 (3) Sunken Ghost Ship If this card exists in your graveyard, Ghost Ship cards cannot be destroyed by battle.
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