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Luminar


Civilized Sporeon

Joined: 09/16/2008 02:26:41
Messages: 1666
Location:
UK

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WARNING: RIDICULOUSLY LONG POST AHEAD! NO TL;DR AVAILABLE!
DO NOT QUOTE THIS POST WITHOUT TRIMMING IT!


Okay, so i've been developing this game for ages. It's been stagnated for forever however, though on encouragement from some others in the other cardgame thread (no relation) has prompted me to post this topic in hopes that I might actually get this project finished once and for all. My timing couldn't be much worse though - on the 15th i'll be leaving until the 10th of November; i'll try to register an alt account or something, but in the event I can't, at least you know where I am.

=======
GAMEPLAY
=======


Okay, so, the game. I basically took elements from other card games and combined them together to try and make it into its own distinct thing. I don't know how well I did. Quite a bit needs to be explained here before it will become clear.
It's a two-player game, though if you wanted to make your own custom variations involving multiple players, it shouldnt be too hard to do. Each player has an equal amount of cards in their deck, which must include at least one Animal and Resource card. At the start of the game, each player draws an agreed upon amount of cards from their Deck Pile into their Hand - the default is 6, but again - you can make your own house playing rules if needed.
The Animal card is placed into the Active Slot, and then the players decide (usually by coin flip) who goes first. From there, the game plays in rounds, each player taking turns until one of the following victory conditions is met:
- A player has no creature cards remaining on their side of the field
- A player runs out of deck cards to draw
- A victory/failiure condition agreed upon by both players is met

When it is a player's turn, there is a number of actions they can perform - using the cards in their hand or manipulating the cards on their side of the field. Doing the following will end the player's turn then and there:
- Using an Attack or Social with a creature card
- Advancing the "stage" of the game by evolving a creature
- Flipping a creature card over from the hiding position to face up
- Declaring the end of their turn

There are other actions a player can perform during their turn without ending their turn, which are the following:
- Place a Resource Card or Cell Card into the Resource Pile (once per turn only)
- Using an Ability with a creature card as many times as stated on the card
- Play as many Event cards as desired
- Place as many Object or Trick Cards into the field as desired
- Attach an Item Card to a creature (once per turn only)
- Play a Planet Card into the Planet Slot (once per turn only)
- Retreat the creature in the Active Slot to replace it with a card in the Reserve Slots (once per turn only)
- Evolve as many Creature Cards as desired (unless it would cause a stage change)

======
CARD TYPES
=======


Clear as mud, right? I need to explain the cards and the field in order to get any of this to make sense, and that's what i'll do now:

Creature Card (Click for big)

Comes in four flavors - Animal, Tribal, Civilised and Spacefaring.

At the top of the card is the creature's name, with the creator's name above it - so proper credit is automatically given for someone's creation. Not only is it a game, it's free advertising! On the right across from that is the Innate Attack (in this case Bite), and the Type Info.
The Innate Attack are attacks which can be used with no resource cards at all, only Animals and Tribals have them. They're styled after the abilities from the core spore game. I'll explain each of them in a later section.
The Type Info brings the game's Type system into play - creature cards have types which influence what cards can be used on them, what they have weaknesses to, and so forth. Azzard here is a Swarmer - the Green/Blue type for creatures. Again, i'll list the types later on - each stage of evolution has 10 types.

Below those two is the Card Art. Fairly self-explanatory, it's there to look nice and present the creature. It can be an ingame screenshot, modified screenshot, original art, anything. I'll get the dimensions of the window when i'm done typing all this up.

Below that is the line of circles with stats. In order they are Health (Green with a +), Armour (Yellow with a Shield), Weakness (Red with an Explosion), Limit (Blue with Stars), Retreat Cost (Grey with an arrow), and Evolution Options.

Health and Armour are fairly self-explanatory. If you take damage, it is deducted from your health. Lose all health and the creature is KOed and gets sent to the Junk Pile with any attached items. Armour subtracts damage from any incoming damage - If I hit a 20 armour creature with a 40 damage attack, it only takes 20 damage.

Weakness displays one or more type symbols - in this case, the Blue/Blue type called Scavenger. This is actually currently being revised - originally being attacked by a creature it is weak to means the victim would take double damage, but this was found to be far too powerful, generally. It's currently being tweaked to be modular - so the Weakness display will show a type AND what happens if struck. Usually extra damage, but it could result in statuses too.

Limit is present on nearly all cards - it states the maximum amount of this card you can have in your deck. In this instance, you can only have four Azzards - any more and your deck is illegal. This is a balancing thing - especially powerful cards will have low limits. The standard is four - weak cards may have relaxed or even no limit.

The Retreat Cost is how many resources you must send to the Junk Pile to withdraw this creature from the active slot. Since resources are effectively your lifeblood and fuel as it were, retreating too often can cripple you if you're not careful. Azzard here has 3 Fruit as the retreat cost - this is actually very expensive since you only have six resource slots. Generally retreat costs will never be above 3.

Finally, Evolution Options - these state what types of the next evolution level (Animal > Tribe > Civ > Space) this creature is allowed to become. To evolve, you junk one resource of the stated type and place a card of the stated type over the top of your creature. Bam, it evolved!

Below those things are the creature abilities. Green boxes are "Socials" which normally involve helping, buffing and so forth. Red boxes are "Attacks" which strike at the opponent. Blue boxes are "Abilities" which are often unconventional and special. On each box you will notice a series of symbols - this is the Resource Cost for the attack. For example, Azzard's Shearjaw attack requires you to have two Fruit and one Egg in play. You don't have to junk them to use the attack (unless the attack text states otherwise), just have them in play. The number is the amount of damage the attack causes.
Note normal text is the attack's rules - italicised text is just fluff text put there for fun.

Below the abilities is the card's fluff text, the creditation for the card art's artist, and an EA copyright just so I don't land in legal doodoo for making a game off their intellectual property. >_>"

Creature cards are basically the "main" cards and what are used to fight. The only two types of card you absolutely need are creatures and resources.

Resource and Cell Cards
They come in two types - Standard and Nonstandard.

Standard resources are Fruit, Egg, Meat, Green Spice, Blue Spice and Red Spice. They power your attacks, retreat costs, and other things.
Nonstandard resources work in different ways, but they have a few special considerations:
- They do not count towards retreat costs
- They may not be junked for abilities that require a resource sacrifice to activate
- They may not be used in anything that specifically states it requires "Standard Resources".

So while Nonstandard Resources have nice bonuses, they're inflexible and also have Limit. Standard Resources are your bread and butter, and are unlimited - you can have as many in your deck as you want.

Cell Cards I haven't finished yet. At present they get played into your Resource Slots, and then do something - I think the current idea is small-scale "spells" you can use once at any time, even during the opponent's turn.

Consequence Cards
Come in five types - Event, Item, Object, Trick and Planet. These are essentially your "spells" and other kinks and quirks to make battles interesting and strategic.

Event cards are basically "spells". During your turn if you play an Event Card, whatever is stated on the card immediatley happens, then the Event Card is junked. More often than not these are of a benefit to you - offensive Event cards detrimental to the opponent will be extremely few and far between. They have the Limit attribute and nothing else.

Item Cards may be attached to a creature once per turn - it may only hold one item at a time. When a creature is holding an item, it gets the benefit or ability stated on the card as long as it is holding it. If you put down a new item on a creature, the old one is sent to the Junk. Note that some items can only be held by certain kinds of creatures - for example, if a card says the item is for Scavengers, then only Scavengers may use it. There is a trick to this, however - say for instance a tribal Warlock-type evolved from a Scavenger - it still counts as being a Scavenger if it was played over the top of the Scavenger card, despite currently being a Warlock. They have the Limit attribute.

Object Cards are played into your Reserve Slots and provide a benefit as long as they remain there. They may be moved into the Active Slot if a creature retreats - they may also be attacked and destroyed. If an Object runs out of health it is destroyed, and goes to the junk. They have Health and Limit.

Trick Cards are played into a Reserve Slot like objects, but they are played face-down so the opponent cannot see them. Trick Cards state a trigger and effect - if the opponent does something the trigger states, then the Trick card is activated and it has an instant effect, then is Junked. For example, if the Trigger states healing, and the opponent heals any damage during their turn, then the Trick is activated.
They have Trigger, Limit and Expiry. Expiry is how many turns a card may stay in play - once it reaches this time limit, it goes to the Junk at the end of the round. (represented by a Clock icon) Think Trap Cards from Yu-Gi-Oh. (NOTE: This may not be accurate as I have never played YGO)

Each player has one "Planet Slot" on their field which may be occupied by a Planet Card. Planet Cards affect absolutely everything in play with their effect - both players get the effect, be it for good or ill. The only way to get rid of a Planet Card is play another Planet Card over the top of it, or use a card which can get rid of Planets in play.

====
FIELD
====


The playing field consists of the following for each player:

Hand: The cards held in your hand
Deck: A pile of face-down cards - you draw one at the start of each round or whenever prompted to by a card.
Active Slot: A card put infront of the Reserve Slots, facing your opponent. The creature in this slot may perform socials, abilities and attacks, targeted at the creature in the opponent's Active Slot unless stated otherwise.
There must be a card in the Active Slot at all times - if this becomes impossible, the player loses. A new card must be moved into the Active Slot when the one currently in it is KOed, Retreats or is otherwise removed. This is done immediatley and before anything else happens in the game.
Reserve Slots: Five slots behind the Active Slot, into which Creature, Object and Trick cards may be played. Creatures in the Reserve Slots may only use blue Abilities.
Resource Slots: Six slots into which Resource and Cell cards are played. If the Resource Slots are full, a resource or cell must be junked to put a new one into play.
Planet Slot: One planet card may occupy a player's Planet Slot.
Junk Pile: Cards which have been KOed, destroyed, expended, expired or otherwise used up go here.
Removed Pile: Different from the Junk Pile, cards go to the removed pile when it is specifically stated that they are "Removed from play". Unlike the Junk pile, absolutley no abilities or cards can interact with the Removed Pile at all.

Phew... that was a lot to type up. There's more to come still, but it's bits and pieces of details. I'm going to cut this post here and reserve some posts, then come back and edit some more stuff in.

EDIT: Okay coming back to this to finish it off.

INNATE ATTACKS (These may come under revision before this is done)
Sing: Flip a Coin - if Heads, clear Anger, Blind and Restrain status effects
Dance: Heal 10 damage
Charm: Gain 10 armour during opponent's turn
Pose: Next attack by this creature does 10 more damage (attack must deal damage)

Sight: Look at the card on the top of your Deck Pile, and put it back
Grasp: Transfer an item from one of your other creatures to this one
Call: If you have another Creature card of the same species in your hand, place it into a Reserve Slot
Sneak: If not damaged during opponent's turn, retreat cost is waived
Sprint: Opponent's creature must coin flip if it tries to retreat, needing a heads to successfully retreat
Jump: Move creature from Reserve Slot to Active Slot, do not pay Retreat Cost (usable from Reserves)
Glide: If attacked by it's weakness next turn, reduce damage taken by 20

Bite: 10 damage, ignores armour
Strike: 20 damage
Charge: Flip a Coin - if Heads, opponent is Stunned. If Tails, your creature takes 10 damage (ignores armour)
Spit: 10 damage, can be used from Reserve Slots

STATUS EFFECTS
Creatures may only have one status effect on them at a time
All status effects clear automatically if the creature spends a whole turn on the Reserve Slots and is not interacted with
(ie attaching items, using abilities on them, or being attacked)
If a new status effect is inflicted while one exists, the new one overwrites the old one.

POISON
Effect: Creature takes 10 damage every turn (after turn end)
Expires: Never

INJURE
Effect: Creature takes 30 damage if it performs an attack or uses an ability
Expires: Never

STUN
Effect: Creature cannot attack or retreat
Creatures may not be stunned on consecutive turns
Expires: After one turn

ANGER
Effect: Creature cannot retreat
Expires: Coin flip after your turn is over - if Heads, the effect expires

BLIND
Effect: Must coin flip on each attack - if Tails, attack is unsuccessful
Expires: Coin flip after your turn is over - if Heads, the effect expires

RESTRAIN
Effect: Disables abilities
Expires: Never

CREATURE TYPES
Animal Cards
GREEN: Forager, Swarmer, Pest
BLUE: Critter, Scavenger, Beast
RED: Parasite, Predator, Monster
GREY: Rogue

Tribal Cards
GREEN: Guru, Mystic, Warlock
BLUE: Ranger, Hunter, Poacher
RED: Champion, Barbarian, Warlord
GREY: Nomad

Civilised Cards
GREEN: Priest, Monk, Fanatic
BLUE: Benefactor, Merchant, Gangster
RED: Guardian, Soldier, Pirate
GREY: Traveller

Space Cards
GREEN: Shaman, Diplomat, Ecologist
BLUE: Bard, Trader, Scientist
RED: Knight, Zealot, Warrior
GREY: Wanderer

This message was edited 1 time. Last update was at 08/09/2009 03:00:58


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Luminar


Civilized Sporeon

Joined: 09/16/2008 02:26:41
Messages: 1666
Location:
UK

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WARNING: DO NOT QUOTE THIS POST EITHER!

Here's the list of cards currently in the game. Yes I know it's illegible due to size, but copy+paste it into a notepad file if you want to see the list at all. If it's this huge in such a tiny font, then imagine it in regular size. I'm just trying to save posters and Sporemasters a headache.

MAXIS:
cqI: Cocoon
cqI: Will's Old Sword
cqI: Bone Tablets
cqI: SlimSlam Kablam
cqO: Monolith
cqO: Spice Geyser
cqO: Wildlife Sancturary
cqO: Tribal Totem
cqO: Sporehenge
cqO: Loyalty Booster
cqE: Abduction Beam
cqE: Siren Song
cqE: Raging Roar
cqE: Planet Buster
cqP: Center of the Galaxy
cqP: Black Hole
cqP: Story Book Planet
cqP: Grox Colony
rsS: Fruit
rsS: Eggs
rsS: Meat
rsS: Green Spice
rsS: Blue Spice
rsS: Red Spice
rsC: Minno
rsC: Nosey
rsC: Ducky

LUMINAR:
crA: Papa Appler
crA: Zhrr
crA: The Saddest Thing
crA: Skalwag
crA: Tricky Pear
crA: Crustae Pud
crA: Warp Tick
crA: Armonut
crA: KOR
crA: Dry Wreon
crT: Hadarii
crT: Sharsararak
crT: Ao
crT: Pynstrek
crT: Ghaeren
crT: Boglet
crT: Tuathaune
crT: Glinderrac
crT: KOR
crT: Judoad
crC: Hadarii
crC: Sharsararak
crC: Aeraphi
crC: Bruer
crC: Pynstrek
crC: Tuathaune
crC: KOR
crS: Hadarii
crS: Ergo
crS: Awwwww
crS: Fro'og
crS: Pynstrek
crS: KOR
crS: Aeraphi
crS: Protomiael
crS: Posessed Teddy
crS: Shodus
cqI: Lucky Coin
cqI: Tasty Snacks
cqI: Peeky Scope
cqO: KOR Bunker
cqO: Goodscope Observatory
cqO: Obsidian Pyramid
cqO: Roamster
cqE: Star Buster
cqE: Harvest Time
cqE: Natural Healing
cqE: Special Medicine
cqE: Helping Hand
cqE: What's That?!
cqT: Bad Mojo
cqT: Exploding Barrel
cqT: Get Out!
cqT: Escalation Syncopation
cqT: The Virus!
cqT: Stayin' Healthy
cqP: KOROS
cqP: The Bruery
cqP: Charne
cqP: Aerinne
cqP: The Dark Reserve
cqP: xxSkhshZ
rsN: Bruer's Roast
rsC: Myuun-Myuun
rsC: Zeobarb Omni
rsC: Proto-KOR

Aid: Status - Poison
Aid: Status - Injure
Aid: Status - Stun
Aid: Status - Blind
Aid: Status - Anger
Aid: Status - Restrain
Aid: Innate - Sing
Aid: Innate - Dance
Aid: Innate - Charm
Aid: Innate - Pose
Aid: Innate - Sight
Aid: Innate - Grasp
Aid: Innate - Call
Aid: Innate - Sneak
Aid: Innate - Sprint
Aid: Innate - Jump
Aid: Innate - Glide
Aid: Innate - Bite
Aid: Innate - Strike
Aid: Innate - Charge
Aid: Innate - Spit
Aid: Creature Symbols
Aid: Tribal Symbols
Aid: Civ Symbols
Aid: Space Symbols
Aid: Consequence Symbols
Aid: Various Symbols

UROBOROS:
crA: Yoot
crA: Roiler
crA: Feedbag
crA: Azzard
crA: Cobfaced Blozzle
crA: Bhuurgus
crA: Jellylimpet
crA: Scrabbler
crA: Crolican
crA: Totemite
crT: Archelian
crT: Mugg
crT: Turnistrek
crT: Shtark
crT: Pagodai
crT: Midga
crT: Zominid
crC: Huggypoo
crC: Meeban
crC: Flimpet
crC: Sogwot
crC: Shig
crC: Occulon
crS: Relicus
crS: Uroborian
crS: Cephloraptor
crS: Wallydragon
crS: Shalthar
crS: Spradnir
crS: Edgel Exterminator
crS: Peabody
crS: Xoltala
cqI: Pet Oopoly
cqI: Pet Plinko
cqI: Pet Pupid
cqI: Pet Snidders
cqO:
cqO: Spice Depot
cqO: Hydroponics Bunker
cqO: Safehouse
cqE: Bogworm!
cqE: Roiler Invasion
cqE: Rummager
cqE: Quiffle Scout
cqT: Punt!
cqT: Biological Landmine
cqT: Bodyguard
cqT: Gnawpod!
cqP: Primal World
cqP: Orbital Library
cqP: Stabiliser Satellite
rsN: Forbidden Pudding
rsC: Octopud
rsC: Frozzolyte
rsC: Bramble

RACIEB:
crA: Wilo
crA: Squakkers
crA: Potato Bug
crA: Brushbeak
crA: Ayders
crA: Amanita
crA: Naughtylus
crA: Harvestman
crA: Skopte
crA: Hippocampus
crT: Wilo
crT: Grakkrow
crT: Piddlyplomp
crT: Aventiner
crT: Silashar
crT: Lycosa
crC: Aventiner
crC: Wilo
crC: Chillbug
crC: Spoder
cqI: Legend Item Box
cqP: Beep
cqP: Piddlyplanet
rsC: Wilo
rsC: Grakkrow
rsC: Silashar

CHIEFROCKINHO:
crA: Qwidles
crA: Cuddly Bear
crA: Skre'etch
crA: Plantely
crA: Armoured Karma Bug
crT: Musclehead Superior

NINJATRON:
crT: Stack Face
crT: Lava Lizard
crT: Neckly
crT: Power Bun
crT: Triceramaximus
crT: Buffer Fish
cqI: Jewelenizor
cqI: Blue Friend
cqO: Magma Soup Works
cqO: Red Enemy
cqE: Medical Marvel
cqE: Constructo
cqT: Tribute to Bananas
cqT: Dark Buster

THEOLIS WOLFPAW:
crA: Pill Beetle
crA: Ghost Fluke
crA: Fronk
crA: Templar Beetle
crA: Mother Pill Beetle
crT: Puffler
crT: Sahaugin
crT: Mephoro
crT: Statue Beast
crC: Plereem
crC: Tylophane
crC: Hama
crC: Bosorotti
crC: Mephoro
crC: Thiptanos
crC: Lost Plereem
crS: Yes-Men
crS: Bosorotti
crS: Primordial Behemoth
crS: Fronk
crS: Osteo-Daemos
crS: Mephoro
cqI: Personal Beast Gate

GS COMMUNITY:

crT: Allseer (Bagder Man 22)
crC: Taydata (LadyM)
crC: Memoritus (LadyM)
crC: Mallen (LadyM)
crC: Periquians (Spartan King 95)
crC: Jumping (Bagder Man 22)
crC: Empheri (martyk)
crC: Ziriconi (pie)
crS: Sombreron (Gec)
crS: Kratair (martyk)
crS: Viri Voltei (Yuu)
crS: Rosjals (Martham112)
crS: Grenlox (LadyM)
crS: Ronata (LadyM)
crS: Silly Sam (LadyM)
crS: Gumbumbler (LadyM)
crS: Rodgis (pie)
crS: Harlequin (Bagder Man 22)
crS: Threll (Xeno264)

OPEN SLOT:
crT:
crT:
crT:
crT:
crC:
crC:
crC:
crC:
crC:
crC:
crC:
crC:
crS:
crS:
crS:
crS:

=====
STATS
=====
Cards by Maxis: 27
Cards by Luminar: 87
Cards by Uroboros: 55
Cards by RacieB: 26
Cards by Theolis: 25
Cards by ChiefRH: 6
Cards by Ninjatron: 14
Cards by GS Commu.: 35

Animal Cards: 40
Tribal Cards: 40
Civil Cards: 40
Space Cards: 40
TOTAL CREATURES: 160

Item Cards: 16
Object Cards: 16
Trick Cards: 16
Event Cards: 16
Planet Cards: 16
TOTAL CONSEQUENCES: 80

Standard Resource: 6
Nonstandard Resource: 2
Cellular Resource: 12
TOTAL RESOURCES: 20

TOTAL MISCELLANEOUS: 27

TOTAL CARDS: 287


The card slots currently open are:
4 Tribal, 8 Civ, 4 Spacefaring.

This message was edited 1 time. Last update was at 08/09/2009 02:53:27


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Luminar


Civilized Sporeon

Joined: 09/16/2008 02:26:41
Messages: 1666
Location:
UK

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WHAT IS CURRENTLY NEEDED BEFORE GAME CAN BE RELEASED:

In order of priority:

1) Fill the last Card Slots to round the Starter Pack up to 400 cards
2) Run test plays of the game
2a) Tweak rules/cards as necessary
3) Complete card art
4) Release game, starter pack and card making kit

This message was edited 2 times. Last update was at 08/09/2009 03:04:03


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The_guard_bunny


Civilized Sporeon

Joined: 09/20/2008 19:17:45
Messages: 1414
Location:
right behin... oh my god is that an uzi

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short mode please


Zavior


Spacefaring Sporeling

Joined: 02/19/2009 22:29:28
Messages: 7583
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I'm not a fan of these things, but this is very well thought out.

I just might join.
Can we make our own cards? I'm pretty good at such things.

Luminar


Civilized Sporeon

Joined: 09/16/2008 02:26:41
Messages: 1666
Location:
UK

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The_guard_bunny wrote:short mode please


...what.

Zavior wrote:I'm not a fan of these things, but this is very well thought out.

I just might join.
Can we make our own cards? I'm pretty good at such things.


You can, but i'd prefer people wait until the game is finished before making cards. That's one of my big fears and why I kept it secret for so long - I didn't want people making cards until the rules were set in stone, in order to prevent unbalanced and illegal cards from occurring and to stop general chaos breaking out which would be beyond my ability to rein in or organise.

This message was edited 1 time. Last update was at 08/09/2009 02:41:24


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Zavior


Spacefaring Sporeling

Joined: 02/19/2009 22:29:28
Messages: 7583
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I can help you, mate.

The_guard_bunny


Civilized Sporeon

Joined: 09/20/2008 19:17:45
Messages: 1414
Location:
right behin... oh my god is that an uzi

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Luminar wrote:
The_guard_bunny wrote:short mode please


...what.
sum it up


Luminar


Civilized Sporeon

Joined: 09/16/2008 02:26:41
Messages: 1666
Location:
UK

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I can't sum it up. I'm aware you didn't read any of it but did you not at least read the big glaring attention-grabbing red text at the top? The game is not simple, it cannot be summarised.

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The7thMuffinMan


Civilized Sporeon

Joined: 03/02/2009 22:40:11
Messages: 4219
Location:
Time for gold sinks.

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Awesome idea Luminar. Good luck. I still want to kick you for what you said in the other topic though.

(Sig by Hollow)
Yes, agreed he took my #1 MPN spot away from me with a kidney ._. - Jomeaga



Zavior


Spacefaring Sporeling

Joined: 02/19/2009 22:29:28
Messages: 7583
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I can help you, mate.

Luminar


Civilized Sporeon

Joined: 09/16/2008 02:26:41
Messages: 1666
Location:
UK

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Zavior wrote:I can help you, mate.


How so? I'm listening. =P

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Zavior


Spacefaring Sporeling

Joined: 02/19/2009 22:29:28
Messages: 7583
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What do you want?

I can find some quality creations via Sporepedia, if you want.

Zavior


Spacefaring Sporeling

Joined: 02/19/2009 22:29:28
Messages: 7583
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Also, when taking screen-shots, you should max out your graphics first.

ashkelon


Civilized Sporeon

Joined: 12/24/2008 01:09:07
Messages: 3870
Location:
Iowa USA

Online

That really was pretty much of a summary!

I think it looks great, and I'm not much of a card player, but would be happy to help. I can at least be a test idiot type -- you know, the person who does stuff that everybody facepalms and then you have to make another rule....

Ashkelon is so crazy in love she could care less what ya'll are up to these days. Yeah. Sweet.
 
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