- Видео 172
- Просмотров 975 801
pixelcadet
Германия
Добавлен 23 ноя 2022
maker/ pixel-artist/ laundry room hermit 0112
I made a card-sized boardgame for my upcoming long trip
Join my Patreon and get the .stl files: www.patreon.com/Pixelcadet
Kindly let me know you think, any feedback and idea are welcomed. If you're interested to print these and try it yourself, kindly join my patreon and get the .stl files as this month's exclusive model.
#boardgames #wargames #3dprinting
Kindly let me know you think, any feedback and idea are welcomed. If you're interested to print these and try it yourself, kindly join my patreon and get the .stl files as this month's exclusive model.
#boardgames #wargames #3dprinting
Просмотров: 80 809
Видео
I made a gauntlet that shoots dice
Просмотров 1,3 тыс.Месяц назад
Get STL. files here: www.etsy.com/de-en/listing/1795127878 My Patreon: www.patreon.com/Pixelcadet Introducing the latest dice weapon system, this time it's something completely new and exciting. The dice gauntlet is a dice launcher that you can wear on your hand, it's perfect for those who want to throw a dice in style on your next DnD or LARP session. To assemble you need the following: 1.75mm...
Dice gauntlet update - Log Entry #106
Просмотров 6132 месяца назад
My Patreon: www.patreon.com/Pixelcadet Instagram: pixelcadet Tiktok: www.tiktok.com/@pixelcadet 3D Models and more: linktr.ee/pixelcadet
Finally a new dice weapon!!!! - Log Entry #105
Просмотров 4722 месяца назад
My Patreon: www.patreon.com/Pixelcadet Instagram: pixelcadet Tiktok: www.tiktok.com/@pixelcadet 3D Models and more: linktr.ee/pixelcadet
Adding abilities to Cardtapult, my internet was down yesterday - Log Entry #104
Просмотров 4432 месяца назад
My Patreon: www.patreon.com/Pixelcadet Instagram: pixelcadet Tiktok: www.tiktok.com/@pixelcadet 3D Models and more: linktr.ee/pixelcadet
Dwarf is boring, what about a mole with exosuit? - Log Entry #103
Просмотров 8433 месяца назад
My Patreon: www.patreon.com/Pixelcadet Instagram: pixelcadet Tiktok: www.tiktok.com/@pixelcadet 3D Models and more: linktr.ee/pixelcadet
Working on new Battleclub faction, Battleclub stop motion?!? - Log Entry #102
Просмотров 9803 месяца назад
Battleclub stop motion by Verkr: ruclips.net/video/9Pbr9QIGhgo/видео.html My Patreon: www.patreon.com/Pixelcadet Instagram: pixelcadet Tiktok: www.tiktok.com/@pixelcadet 3D Models and more: linktr.ee/pixelcadet
New Battleclub unit, buying parts for a DIY dry box - Log Entry #101
Просмотров 4814 месяца назад
DIY filament dry box: ruclips.net/video/Z3znzGC4HaE/видео.htmlsi=U6T-9VgkUxYkgjor My Patreon: www.patreon.com/Pixelcadet Instagram: pixelcadet Tiktok: www.tiktok.com/@pixelcadet 3D Models and more: linktr.ee/pixelcadet
Unboxing and building a new Ender-3 V3
Просмотров 3474 месяца назад
Hey everyone! Welcome back to my channel! Today, I'm super excited to share with you an exclusive unboxing, building, and testing of the brand new Ender 3 V3 3D printer, gifted to me by the awesome team at Creality. 🥳 In this video, we'll dive into: 📦 Unboxing: We'll take a first look at everything that comes in the box. From the parts to the tools, you'll see exactly what to expect. 🔧 Building...
Back from hiatus, Battleclub fighting mech, I got new 3D Printer from Creality - Log Entry #100
Просмотров 5185 месяцев назад
Design service website: www.asdf-studio.com/ My Patreon: www.patreon.com/Pixelcadet Instagram: pixelcadet Tiktok: www.tiktok.com/@pixelcadet 3D Models and more: linktr.ee/pixelcadet
Tremplar Virga - Build Instruction
Просмотров 7845 месяцев назад
Get STL. files: asdf-club.com/products/tremplar-virga-stl My Patreon: www.patreon.com/Pixelcadet Battleclub Wacky Wargame is a turn-based miniature wargame where you engage the enemy by flicking, and each miniature has a specific mechanism to translate your flicking movement into different types of attacks (shooting, stabbing, swinging, etc.). To assemble this, you need all purpose adhesive (ie...
Trooperkind F-157 - Build Instruction
Просмотров 1 тыс.6 месяцев назад
Get printed ver: asdf-club.com/products/trooperkind-f-157 Get STL. files: asdf-club.com/products/trooperkind-f-157-stl My Patreon: www.patreon.com/Pixelcadet Battleclub Wacky Wargame is a turn-based miniature wargame where you engage the enemy by flicking, and each miniature has a specific mechanism to translate your flicking movement into different types of attacks (shooting, stabbing, swingin...
I made a dice rapier using 3D printer
Просмотров 1,6 тыс.6 месяцев назад
Download STL file: asdf-club.com/products/dice-rapier-stl Introducing my latest dice weapon - the dice rapier! This collapsible rapier has a transparent bauble as pommel which can contain any type of dice, and you can shake it to roll the dice. This dice weapon is perfect as a prop that you can bring to your LARP or TTRPG session. Materials and tools: - 1x Ø 6mm transparent bauble - 4x 5x1mm ro...
Greenling Thrasher - Build Instruction
Просмотров 7037 месяцев назад
Get printed ver: asdf-club.com/products/greenling-thrasher-battleclub Get STL. files: asdf-club.com/products/greenling-thrasher-stl My Patreon: www.patreon.com/Pixelcadet Battleclub Wacky Wargame is a turn-based miniature wargame where you engage the enemy by flicking, and each miniature has a specific mechanism to translate your flicking movement into different types of attacks (shooting, stab...
What you need is a hole in the wall, not a drill! - Log Entry #99
Просмотров 7157 месяцев назад
What you need is a hole in the wall, not a drill! - Log Entry #99
Trooperkind T-432 - Build Instruction
Просмотров 1,1 тыс.7 месяцев назад
Trooperkind T-432 - Build Instruction
Tremplar Starting Units - Build Instruction
Просмотров 2,4 тыс.7 месяцев назад
Tremplar Starting Units - Build Instruction
Trooperkind Starting Units - Build Instruction
Просмотров 9838 месяцев назад
Trooperkind Starting Units - Build Instruction
Greenling Ballister - Build Instruction
Просмотров 1,2 тыс.8 месяцев назад
Greenling Ballister - Build Instruction
Phalanx formation in Battleclub?!? - Log Entry #98
Просмотров 2,6 тыс.8 месяцев назад
Phalanx formation in Battleclub?!? - Log Entry #98
Battleship meets TTRPG v2, pre-order is now open - Log Entry #97
Просмотров 8628 месяцев назад
Battleship meets TTRPG v2, pre-order is now open - Log Entry #97
Trooperkind A-615 - Build Instruction
Просмотров 1,7 тыс.8 месяцев назад
Trooperkind A-615 - Build Instruction
Making Battleclub AP counter + ruler + keychain, revisiting my battleship TTRPG - Log Entry #96
Просмотров 8358 месяцев назад
Making Battleclub AP counter ruler keychain, revisiting my battleship TTRPG - Log Entry #96
Greenling Starting Units - Build Instruction
Просмотров 1,9 тыс.8 месяцев назад
Greenling Starting Units - Build Instruction
Greenling Dive Bomber, big milestone since I started this journey - Log Entry #95
Просмотров 2,1 тыс.8 месяцев назад
Greenling Dive Bomber, big milestone since I started this journey - Log Entry #95
First mecha unit in Battleclub, making custom dispenser for small parts - Log Entry #93
Просмотров 4,2 тыс.9 месяцев назад
First mecha unit in Battleclub, making custom dispenser for small parts - Log Entry #93
New Battleclub faction, my store is finally online - Log Entry #92
Просмотров 6 тыс.9 месяцев назад
New Battleclub faction, my store is finally online - Log Entry #92
I made super simple wargame using 3d printer - Battleclub
Просмотров 251 тыс.10 месяцев назад
I made super simple wargame using 3d printer - Battleclub
Making a Dice Axe Shotgun - 3D Printed Dice Launcher for LARP or TTRPG
Просмотров 1,8 тыс.Год назад
Making a Dice Axe Shotgun - 3D Printed Dice Launcher for LARP or TTRPG
Oh man, this looks amazing. I've got tons of ideas and I'm not even sure how to write them all out right now. The first would be, have you considered rotating the gameboard so they align on the 4 box side? My assumption is that this change would make for a faster paced game with more room to interact immediately. with the opponents starting state. One thing I wasn't clear on, in the example turn, you mentioned turns are simultaneous, however you ended up moving the opponents piece first, then attacking. if they are happening at the same time, it seems more intuitive (in my opinion) that an attack should either trigger first, rather than movement (ie: shells are faster than tanks). Enforcing the acting simultaneously could be done by "action" tokens that players reveal at the same time ("move" and "attack" that then lock in at least what they are doing, if not which piece they are doing it with). I like the idea of the general (I'd like to see more "names" in the final version). But I'd propose merging the piece with the direction piece. Maybe at the end of each "cycle" (after all board pieces are acted upon), the general can move 1 space left right on the back row, and one piece spawns* in a space immediately to the general's left or right. *I do like the idea of doing a "spawn cycle" and running through all the pieces for each side, maybe "down" order would let your back row spawn a new unit at the beginning of the turn and up/left/right at the end of the turn. With both merging the general/direction, and rotating the battlefield, I think you could fit a 4th type (or 3rd piece of 2 of the types - maybe either a "knight" attacking piece or a shield, although I'm not sold on the idea of a shield) into the units category, as well as adding 2 pieces for actions, while the general/direction could "store" on the bottom row of the battlefield and keep the form factor. You could also potentially center the "battlefield" with a left and right "spawn lanes", which might allow magnets to hold the board against the opponents board a little more cleanly.
advance waaaars
Maybe it would be better if the pieces looked more different
I was thinking, if you just put all your a forward-attack in the center and two archers to the sides, can’t you create an impassible line? I believe this is a forced draw
A couple of things. I would either add a number on the tiles to indicate range or have the "archer" have two arrows (>>) and the other rounder pawn have a single arrow (>) to indicate range. Same thing with the other tiles. Indicate range by how many layers it has, or something. Also, while you indicate a direction on with the DIR arrow, it wasn't clear from the start why the archer was able to move forward at 13:30. At the start, you also mention that this is not a turn-based game, but after moving the archer you also said, "my turn". I think not having an order will be confusing.
The infantry piece feels very powerful compared to the other two pieces, I think a good way of balancing it would be to make it so that, only for the infantry piece, rotating costs the end of the piece's turn
You could also make it so that every 4 or 5 turns each player gets to add a piece from his inventory to the battlefield (only being able to place it on the star tiles) but they can't choose the same piece two times in a row (another suggestion would be that when your general is taken you just lose this ability because making it so that your pieces can't move at all kinda feels like an automatic loss)
bang, dijual di tokped kah wkwk Jadi pengen
This is game space I never knew existed. What a great idea!
You should really try to get this put and made through The Game Crafter
One of the coolest things I've ever seen. I want to see an entire game be played! haha
Sounds real fun😅!
Where can we follow the progress of this cool game?
Anyone want to play this? I'll go first. ☆ = General ♤ = Oval ◇ = Triangle ♧ = Quarter Circle 《◇♤♧》《☆》 《◇♤♧》 □□□ □□□ □□□ ■■■ ■♧♧ ♤□□ □□□ □☆□ 《◇□□》 《◇♤□》《<》
What if you have two triangles (◇) covering each other with an oval (♤) in the middle? It would be impossible for the enemy to advance without you being able to simply take your pieces. ■■■ □■□ ◇♤◇
Have you played Shogi? It has pieces that move a certain way and hit by replacing an opponents piece, just like chess. The difference is that you can take the piece that you just hit and place it on the board on your side. It has great strategic potential. There is a version made by a Japanese woman called Shogito, where the pieces' shapes represent how they move and hit. It reminds me of your design. Might be cool to look into!
Love it! glad its not just me getting distracted with random projects when life is calling lol.
I mean, you CAN make a dice fit in there, like a mini roulette for example
That's awesome keep it up!
There seems to be a contradiction in the rules. First you say it's not turn based and turns resolve simultaneously - troops kill each other. But the next turn you first move with one side and then attack with the other.
I don't wanna say anything that messes with your design but perhaps you put another board on it that slides shuts and protects the peices while its clipped on a belt loop so you wont accidently lose peices but also sliding it out will give you a larger board to play on for multiplayer. Also printing rules on the back will be useful if you sell it.
Amazing concept! What if the commander piece was responsible for placing units? For example, you could put a piece in the reserve area on one turn, and on the next turn you could place the piece in any space adjacent to the commander. Also, you would only lose if the other player managed to kill your commander
i'm surprised you didn't consider spinners. some boardgames use spinners instead of dice and they more or less serve the same purpose. some spinners are even specially designed for the specific boardgame
What about the name spear for the oval piece because it has a two tile by one tile attack range in front of it like a long reaching spear.
I have a couple of suggestions: One, get rid of the direction thingy. Change it to each player has 2 actions per turn. You can either Move twice, Attack twice with 2 pieces, or move 1 and attack with 1 (could be same piece, so Archer moves and then shoots, or Archer moves 1 space and the one that shoots straight shoots. You get the gist). When both players have made all their choices, then resolve. Second, I've got a move idea for the commander. Treat him like a king in chess. He can attack one space in any direction adjascent to himself. He's already shaped oerfect for it. If you want to keep that direction spot, I'd suggest changing it to a countdown instead. Each turn you turn it to count down. When it hits one you can reinforce with another piece in your supply, so you can pull a new piece or bring back the dead. If your commander is killed, then that can't be used anymore and you have to play with whatever you have left.
So lemme get a thing stright I don't quite understand. If the die bounces off the table and then hits a card does that still count as a hit? Is there a limit to the number of bounces?
@@titaniumjunky hi for now, a ricochet doesnt count as a hit. It needs to be direct hit
It would be cool if cards mechanically or magnetically stick each other
Add magnets ro the front so two boards can lock onto each other
Maybe a cover to clip on everything would be nice. You could add the rules inside the cover.
i love the game idea and for an idea i think making it a turn based game it adds more strategy
I'm not even a native English speaker, but I can easily understand everything you say without the subtitles.
You can turn this into mini chess. Utilizing familar piece movements can help with people understanding the game faster
Can I pay for the patreon only 1 time to get the archives for this? And also, what are the sizes of the magnets? thx :>)
I kinda want to make this in software now...
Both this video and the comment section are so utterly Cool™ 😎 - I don't know why but im enamoured
tm
i would love to buy this game if it ever gets polished and goes into production
Few suggestions, those I think are really potent are starred, sorry if I said anything from your vid, I’m a text guy: * Once you determine the turn’s end, if either side has no elements on their front row, all of their units advance one row. This forces the general forward. (I’d put this in from the second test, frankly. You could make it far more aggressive and apply it every time you resolve a column/row, which has the odd effect of making row turns very different to column ones.) If the front line contains only one unit, that unit is pushed back one square and the rolling road triggers. If it cannot retreat, everything behind it does not move forwards. At the end of _every_ turn, everything on both boards move one square forwards, unless obstructed, resolved from the front row on back. At the end of _every_ turn, everything on both boards, other than the generals, move one square forwards, unless obstructed, resolved from the front row on back. Pieces attacking: Pieces could be granted an indirect attack form that allows them to target a piece in their arc but otherwise blocked. This attack does not destroy the target piece but obliges the owner to move it. (I quite like this one as it behaves very differently on row vs column turns. You could allow this to be lethal if the general is adjacent, if you’re feeling spicy. Requires a redesign of the pieces) The General attacking: If the general is adjacent to a piece when it would engage in mutual destruction with another piece (two archers looking at each other), the piece survives. You could add that the general is moved, perhaps diagonally, when this happens. (Tricky, perhaps too hard to explain, but I prefer this to the general having attack power of its own. It obviously shouldn’t just be a burden). One piece adjacent to the general may be made to attack out of its turn when the general is activated, instead of the general having an attack of its own (an interesting and simple option but has many knock on effects in relation to other things the general might do. I’d probably not use this one, just the option to move or bring on reinforcements (q.v.) but it’s a solid choice if you’re not going to use the unit survival option above) The general mimics the attack method of any piece adjacent to it on its turn (this is kinda bad but potentially playable with it peaking out from behind an archer) Use the square next to the reserves section to represent the attack form of the General. If the general does not move or bring on reserves, you may switch a reserve tile into this square. The general has the attack form of the tile in this square. (Kinda pointless, it just gives him archer abilities, in practice, unless I missed another tile type from archers and front liners) Pieces adjacent to the general May attack through an allied piece, so archers can shoot through front liners, while front liners can attack from the second rank as if they were in the location of an allied piece in front of them and in their attack arc. (Tricky to word cleanly but helps with the issue of the centre of the field being safer than the flanks). Archers adjacent to the general May attack directly forwards (turns the centre rank into a killing field nightmare.) Pieces could be redesigned to have a smaller indicator giving them an optional attack for for when adjacent to the general. (This one gives an almost Shogi flavour to the game but requires a rework of the pieces. The General moving: The general may move two squares or one diagonally. (Not keen but it’s there). Units activated while adjacent to the general may move two squares *Units activated while adjacent to the general May redeploy to any square adjacent to the general as a move. (Probably the best of the move options, not that this doesn’t require the general to be stationary) Or simply units adjacent to the general may move diagonally. Reserves: * the rear squares on the board are “reserves,” if the general does not move, you may move one piece from your reserves to the back row. (At this point, you have the dilemma of whether to allow the normal turn function to apply, so if you’re moving backwards in rows, if the general is in the third rank and brings in an archer, can it activate? I suggest that’s a decision for how aggressive you want the game to be.) Reserve pieces entering the rear row may “push” another piece one square forwards into the third row. This does not count as the pushed piece’s activation. Use the extra square beside the home base as a flanking space. A piece may be moved from reserves and be placed here instead. On any subsequent turn, if the general does not move, it may be deployed onto the board on an edge square on the same row as the general. I like the turn rotation thing but it has two points: firstly, I can’t think of a reason not to start with the front row (unless there’s an effect to not having anything in the front row first turn, wait Nevermind, a flank of archers could be devastating, wit you moving a couple of pieces up on subsequent columns to prevent the rolling road effect. That turn counter really is clever but…) secondly, the piece needs to be either double sided or the space needs to be designed with two sets of slightly wonky outline squares going in the to directions of rotation. It’s essential that the procession of turn sequences be clearly marked, otherwise a player could just vibrate between two directions…wait, was that the intention, as long as the opponent can clearly see where you’re going? Overall, great starting point. To reiterate my comments: 1- The General (might as well say king) must have reasons to be forward of the back rank, otherwise he is invulnerable. I recommend both the rolling front line rule I suggested, along with some or all of the abilities I suggested. 2- Bringing on reinforcements should be a constant feature of the game, whether tied to the king’s actions or just a one per turn thing, unless you are planning for a compete board reshuffle between turns. Testing the flanking option would be valuable. 3- There needs to be a means of attacking the middle square of the second rank without placing archers on the front line. I’ve suggested the leapfrog attacks in various fashions. Looking forward to your next play test iteration and a rules pdf. Maybe we can get it to fit on the backs of the cards…
Maybe you can make some pins and notches on board and units to align them with right angles on the board so you don't have to constantly align them?
Yet another bit of advice: Upgrades. Instead of doeing anything you can move your HQ towards the enemy (that ends your turn) You gain one extra action for each line behind your HQ.
Super cool! I suggest mirroring one of the boards to make the grids line up better
Why not have both player do their moves in "secret", you already have them on different boards. Perhaps have the Long side align, to give more options for movment?
Very cool, seems like the magnet were a little strong tho... any way to make them "fit" into place?
This could seriously become a great into the breach / battleships type game How interesting!!
Look into "Let's Catch the Lion", which is a very easy 3x4 version of shogi, Japanese chess.
Also, commander can be a kind of base, to produce new soldiers, and it need to take a time to produce new soldier
very nice game) I like it! Also, I already have several ideas how to improve it! At first, turn the field on 90' - in this case it will be more wide, and it will be more place for moving soldiers/ Now total field is 8-long and 3-wide, but it will be 6-long and 4-wide Also, with the commander - you can just make several different ways to play "Capture the commander", or "Kill all enemies". Commander can attack only soldiers on * field, but Commander always kill soldier on start-field, and commander can move to any star-field But if commander have no more army - commander lose But if army don't have commander - army lose But of course it can be different scenarios
Looks awesome. I would be inclined to try rotating the board so it becomes 4 wide and 3 deep, faster action once the hq is involved.
I think you should make the sword unit have a shield in one hand and a sword in the other hand because I don’t see how to flick the sword
Since the mole men a short can the greenlings even hit the mole men?
Get rid of colered face and hands and make the figure less round. I think it would look better but I’m not sure how I’d do that.
When are you going to restock on your asdf website?