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Messages - kyrathaba [ switch to compact view ]

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Developer's Corner / Re: MyRolodex
« on: January 21, 2019, 04:45 PM »
^ Updated program with rudimentary Search (in case you wind up with many keys). Note: Keys are listed in alphabetical order.

Kyrathaba Software / Re: Kyrathaba's Rolodex
« on: January 21, 2019, 04:41 PM »

Developer's Corner / MyRolodex
« on: January 19, 2019, 09:43 PM »

Thought I'd post this link to a small utility I wrote this week. Having quit using LastPass due to concerns, and not wanting to trust other freeware password keepers, I rolled my own.

Kyrathaba Software / Kyrathaba's Rolodex
« on: January 19, 2019, 09:39 PM »
Updated program available for download in next post.

A small utility (25 Kb) program written in C#. MyRolodex allows you to pair a key (enter some unique string) with associated string data and save securely to file in an encrypted format. If you choose not to password a particular pairing, you won't have to enter a password to view it but it still will only be viewable using this utility. If you do password a saved pair, the utility will require you to enter its associated password before it will display the data.

Note that regardless of whether you password a particular pair, the file it is saved in is encrypted with a simple string encryption algorithm.

Files created by this program are saved in the current user's AppData\Roaming\MyRolodex directory.

Kyrathaba Software / Kyrathasoft's Earth Apotheosis
« on: January 11, 2019, 08:05 AM »
I'm working on a game written in C# called Earth Apotheosis. At first it was going to be a living card game, but now I've decided that that will be a feature in the game: collectible cards that have various powers (think MTG blended with the cards in Zelazny's "Amber" series).

Painted in broad strokes, the game will contain the following elements:

  • discovery/exploration
  • world-building persistence
  • a far-future post-apocalypse setting
  • single-player only
  • occasional downloadable expansions
  • multiple paths to power (economic, eldritch, politics, conqueror, mastery of certain artifacts)

Expansions may provide any combination of the following:

  • new areas to explore/settle
  • new equipment items/artifacts
  • new non-player characters
  • new monsters

You can manually create your character, or allow the game to generate it. There are five races you may choose from when creating your character:

  • Birdfolk
  • Centaur
  • Human
  • Leonine
  • Lizardfolk

An overarching theme prevalent throughout  gameplay over an extended period of time is that of putting clues together about past ages of the world and why the world is as it is today. But it is optional whether the character digs into this theme via exploration and discovery coupled with taking skills that aid these activities.

Your character has a finite lifetime but there are ways to extend it, and possibly even stave off death indefinitely.

There will be a mechanism for players' characters to exchange/buy/sell items via in-game shops, bazaars, fences, etc.

Living Room / Re: Working on a DCTCG and found this resource
« on: November 21, 2018, 01:01 PM »
I run 10ks fairly regularly, but I am nowhere near being able to run a half marathon

I wasn't prepared for the half-marathon, and walked the last 4-5 miles  :P  In the weeks since then, I've been gradually lengthening my runs. Longest to date is 10.14mi. I will train throughout the winter, because my running buddy and I want to be in the full 26.2 mile marathon in Nashville next April. I won't even consider enrolling unless I can work up to 26 mile practice runs.

Living Room / Re: Working on a DCTCG and found this resource
« on: November 21, 2018, 12:53 PM »
I decided to write the computer RPG version before working on the card game:

Here's a couple of screenshots and an excerpt from the tutorial introduction:


Welcome to Earth Apotheosis, a game that allows you to roleplay to your preferred depth. If you just want to own and run an inn, you can end your advancement there. On the other hand, you can embroil your character in plots, relationships — even a form of politics.

In the Earth of the far future, societies have collapsed, science has languished, magic has emerged, and the world has begun to renew itself from whatever cataclysm has left such sketchy evidence of the past.

Moreover, not even the most learned scholars of the current day can accurately estimate the current date in relation to the Gregorian calendar of the "ancient" world.

Life is hard due to disease, monsters, marauders, violent weather, and scarcity. It's made even tougher by suspicion, stigma, and violently contested resources.

The general technology level is medieval. There is a quad-level caste system (Rolshîm) observed by those who choose the marginally greater safety of community living, while those with some command of eldritch forces or ancient artifacts sometimes choose to risk a life of exploration and the seeking of answers about the past.

Living Room / Re: Working on a DCTCG and found this resource
« on: November 08, 2018, 08:16 PM »
I did 8 miles this afternoon:


Living Room / Re: Working on a DCTCG and found this resource
« on: November 08, 2018, 06:25 AM »
I was wearing Nike running shoes but my feet were hurting abominably by mile 4. I've ordered a pair of UnderArmour HOVR sneakers.

Living Room / Re: Working on a DCTCG and found this resource
« on: November 07, 2018, 02:05 PM »
BTW, I recently completed my first half-marathon:

BG26.2_Finish Line  Lap 2 Start_1403.jpg

Living Room / Re: Working on a DCTCG and found this resource
« on: November 05, 2018, 06:31 AM »
Thanks for catching that, guys. Does this look better?


Living Room / Re: Working on a DCTCG and found this resource
« on: November 04, 2018, 04:07 PM »
That card has "abduction" spelled incorrectly, twice.

Do you mean because it's capitalized? :)

Living Room / Re: Working on a DCTCG and found this resource
« on: November 03, 2018, 06:53 PM »
Temp (sample) card back:


Living Room / Re: Working on a DCTCG and found this resource
« on: November 03, 2018, 02:29 PM »
Added some new card images to OP.

Living Room / Re: Working on a DCTCG and found this resource
« on: November 02, 2018, 05:44 PM »
That has largely been my experience too, wraith.

Living Room / Re: Working on a DCTCG and found this resource
« on: November 02, 2018, 10:58 AM »
Read the KeyForge article. Interesting.

From my reading yesterday about LCGs, I like the idea of players not having to "chase" rares just to building winning decks.
And I like the idea of discrete sets/expansions being released periodically, and everyone having equal access - no pay-to-win.
I need to do some deep thinking about game mechanics. I want them to support deep strategy, with many ways to win duels.
At the same time, they need to reflect the backstory.

Hmm, things to ponder...

Living Room / Re: Working on a DCTCG and found this resource
« on: November 01, 2018, 12:53 PM »
A Living Card Game® (LCG®) offers an innovative fixed distribution method that breaks away from the traditional Collectible Card Game model. While LCGs still offer the same dynamic, expanding, and constantly evolving game play that makes CCGs so much fun, they do away with the deterrent of the blind-buy purchase model that has burned out so many players.

Found that quote here. I take it the "fixed distribution" method ensures that each player has the same chance of getting each unique card that makes up the game?

And the following is definitely inline with my opinion about card collecting:

LCGs® have no rare or promo cards that need to be chased. This ensures that games are determined by a player’s deck building skills and play strategies, rather than who spent the most money in pursuit of hard-to-find ultra rare cards. The fixed format means that every player has equal access to every card needed to build his or her deck.

Living Room / Re: Working on a DCTCG and found this resource
« on: November 01, 2018, 08:10 AM »
I already have a utility coded up that can embed text in PNG images of cards, storing it in the least significant bits. If I use it, the text would be encrypted within the cards, and decrypted in-memory by the game.
I have software to obfuscate the assemblies that will comprise the game. I was thinking last night of producing some cards and just seeing what ideas they evoke from you guys re: story/mechanics/card combinations/etc.

Living Room / Re: Working on a DCTCG and found this resource
« on: November 01, 2018, 08:07 AM »
I hate the Pay2Win aspect of MTG. Tell me about living card games, mouser.

I want the game to be playable in two different ways: (1) single-player (or multi-player team) versus game AI, and (2) duels between players using cards they've collected.
One thing I'd like is for the game's deep backstory to come out incrementally as bits and pieces of knowledge players gain via card flavor text, card mechanics, and scenes/missions played in-game.
The game is set centuries in Earth's future, after alien incursion has left its mark upon human civilization, reducing population globally and in many areas setting tech back centuries. This will allow
a wide range of tropes. The point of the game for story lovers who enjoy playing against the AI will be eventually grogging the entire backstory, while the dueling and collectible card component will appeal to those who like that kind of thing.

I'm envisioning the game UI sharing elements of text adventures and card games.

Living Room / Re: Working on a DCTCG and found this resource
« on: October 31, 2018, 10:01 PM »
Thanks mouser and KodeZ. Do either of you have any history of playing Magic: The Gathering? I do and it would provide a nice reference of game mechanics I like vs dislike...

Living Room / Re: Working on a DCTCG and found this resource
« on: October 31, 2018, 05:19 PM »
@KodeZwerg: you (or anyone else) interested in helping out? I'm going to start releasing some promo cards...

Living Room / Re: Working on a DCTCG and found this resource
« on: October 26, 2018, 12:55 PM »
I think in Magic: The Gathering a booster pack of 15 cards ($4 and change) contains 1 rare, 4 uncommon, and 10 common cards.

One thing about MTG I want to avoid is the ability to throw cash at the game to get Uber cards. Either I want to entirely avoid that, or else when you create a particular player ID, you lock in one of two options: that account is paid or unpaid. If paid, the game would only allow you to group with other payers. Likewise for non-payors.

Unlike in MTG, in my game, which I’m titleing Earth:Apotheosis, many of the common cards are necessary elements to progressing through the game. The uncommon and rares make the commons enhanced or more versatile. But they don’t replace them.

Based upon in-game choices, a given player or team may switch allegiances at various points. And this could pit player vs player in a card duel.

Losing a duel isn’t game over, but results in loss of a card.

Lots of details to iron out. But I want a sort of The X File-ish sense of foreboding and incremental discovery.

What I hope to capture in the game is an experience that players who care more about story than cards won’t feel disenfranchised while simultaneously giving card accumulators reinforcement as well.

And maybe present tense in-game player accomplishment might even impact content of future expansions, somewhat like is implemented in some MMORGs and MUDs.

Living Room / Re: Working on a DCTCG and found this resource
« on: October 25, 2018, 08:34 PM »
Well, just to whet your appetite (and I WILL be rambling here), there is strategy involved, and the digital "cards" are both collectible and tradeable. The game has a detailed backstory that players learn about in minute tidbits through each card's flavor text, and in broader strokes by using those cards in game play and getting caught up in the storyline. There will be two play modes: (a) single player versus the game; this will be a longterm campaign that will be experienced as each succeeding expansion of the game is released; (b) turn-based multi-player versus game which will be transacted by each player submitting their turn's actions to their group's coordinator (the player on a team who collects each team mate's moves, adds her own, and then has the game engine process them).

The theme: I really must be intentionally vague here, in order not to give away too much too soon. The setting lies in a future time in which mankind has been and continues to be at risk of extinction caused by outside influences. Technology has advanced to a point, and the incursion of alien infuence has impinged to such as degree, that tropes from science-fiction, fantasy and other subgenres will be noted, but in such as mixture as makes sense against the unfolding backstory.

Each new "chapter" of the game will come in the form of an expansion that will either be a large binary download or may optionally take the form of separately titled executables.

The cards: the digital, collectible cards — beyond the starting cards each player gets — are unlocked through either victories (in the multiplayer turn-based mode) or achieving story goals (in the single-player mode). They aren't purchasable. But they are tradeable among players who have ever been grouped together into a team (in any phase of the multi-player mode).

Grinders who want to go it alone WILL be able to unlock new cards as storyline achievements. Multi-group players will each export their turn-based actions and send an encrypted data blob to their group's coordinator (whether that be via email attachment, file sharing service, download, etc; I don't envision this as a server-based game, but who knows). For the last few months I've been writing and rewriting segments of the backstory. It is designed so that the overall "big picture" takes lengthy game play to resolve. Even then, different players may have different interpretations. The game will, however, reward those whose interpretations align with the game designer's intent.

If the game were to become hugely popular, I've not ruled out some small fee ($0.99-2.99) per expansion, but players will NEVER be able to purchase/sell cards. Rarer cards will, naturally, require lengthier game play to obtain. Not only are the cards categorizable by their relative rarity. They also will have a GUID attached. Your "Big Bad Card" will not have the same digital fingerprint as mine of the same name. Not only that, but at milestones in the story mode, or after particularly boss-level victories in multi-player, there will be the chance of obtaining one or more unique cards (only one such card in existence, regardless of how many copies of the game are being played).

I would love to have beautiful artwork for the cards, but can't afford it. Maybe some zealous individual with talent will become interested in co-development. A trend in digital CCG's is lack of artwork; in several recent digital CCGs a simple array of icons is used. But I think artwork evoking the backstory would be super cool. Another thing about the cards. Unlike in, say, Magic: The Gathering, where Fireball is the same, no matter whose deck it's in, in this game some cards will be upgradeable via either prolonged use and familiarity or by discovering some factoid via the game that unlocks the next level of the card's potential.

This won't be a video game. No Unity 3D. I will develop it with the tool I'm most comfortable using: Visual Studio, using C#.

Living Room / Working on a DCTCG and found this resource
« on: October 25, 2018, 07:44 PM »
I'm working on a digital collectible/trading-card game and found the following resource while researching. It's a site that facilitates developing your own card game:


Developer's Corner / Need help tweaking C# server code
« on: September 21, 2018, 05:56 PM »
I have quoted a C# source code file that compiles fine. It runs a server on my local machine and listens for a connection. As the screenshot shows, I can connect to it successfully via telnet. However, the server is responding to each individual character I type in telnet, rather than waiting until I type a word or sentence and press Enter while in telnet. I know this has to be an easy fix, but I'm foggy right now.

The behaviors I'm looking for is for the server to receive multi-word phrases and echo them to the console. See source code and also the screenshot. I want to be able to type "quit" from telnet and have the server respond to that word, rather than each character.

using System;
using System.Reflection;
using System.IO;
using com.wms.strings;
using System.Text;
using System.Net;
using System.Net.Sockets;


namespace MyProgramNamespace{
class Program{
static void Main(){

//insert code here...
string sAppPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().GetName().CodeBase);
string sExeName = Path.GetFileName(Assembly.GetExecutingAssembly().GetName().CodeBase);
sAppPath = sAppPath.Substring(6, sAppPath.Length - 6);
string sFullPathToExe = sAppPath + "\\" + sExeName;

MyConsole.Entitle("Bryan Miller", "", "ls44.exe");
Console.WriteLine(" Trying to initialize server...");

IPAddress ipAdress = IPAddress.Parse("");
TcpListener myList = new TcpListener(ipAdress,8000);

Console.WriteLine("Server running - Port: 8000");   
Console.WriteLine("Local end point:" + myList.LocalEndpoint );
Console.WriteLine("Waiting for connections...");

Socket s = myList.AcceptSocket();
// When accepted
Console.WriteLine("Connection accepted from " + s.RemoteEndPoint);
bool condition = true;

byte[] b = new byte[100];
int k = s.Receive(b);
string sMsgFromClient = string.Empty;
for (int i=0;i<k;i++)
sMsgFromClient += Convert.ToChar(b[i]).ToString();
Console.WriteLine(" Client sent: {0}", sMsgFromClient);
if(sMsgFromClient.Trim().ToUpper() == "QUIT"){ condition = false; }
ASCIIEncoding asen = new ASCIIEncoding();
s.Send(asen.GetBytes("Automatic message: " + "String received by server!"));
Console.WriteLine("\n Automatic message sent!");


}catch(Exception e){
MyConsole.WriteLine("Exception: " + e.Message );

MyConsole.Write("To exit ls44.exe, press any key...");

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