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camo's URealms Card Creator (updated 2021 June 1)

Hi, I made a card creator and manager for URealms to make card creation more streamlined. If you only make a few cards here and there, then I don't think you'll find much use in this card creator. However, if you're more of a "power user", then this may help you.

Why use this card creator?
The card creator on the website is very user friendly and easy to work with, but if you're like me and create a lot of cards, you want to be able to manage these cards more efficiently. Rather than having a spreadsheet full of card text that you copy and paste into the online card creator, you can instead change them directly in my card creator and mass-export the entire list of cards.

Adding your own art to cards is also significantly easier. Normally you would copy and paste the art onto the cards you made with the online card creator, but now you simply add the card art to the art folder and select it. As long as it follows the same file format, dimensions, and dpi as the existing art, you shouldn't have any problems.

I also implemented card templates. This makes almost every aspect of the card editable, like the font, placement of images, and so on. Chances are you won't touch this, but the option is there if there's something you want to change about the original card design.

What's missing from this card creator?
I haven't implemented the elvish text like in the original card creator (I believe you use the <ELF> tag to use it). You can still use templates to use elvish text, though.

What are some problems with the card creator?
Some of the things I have recently implemented aren't fully fleshed out. For example, I would like card templates to eventually make it possible to use this card creator for any card game and not just URealms, but I haven't made some card elements easily changeable. Additionally, it is very much a hobby program I made for my own needs and not so much for broad use, so the interface may be jarring to some.

How to run it:
  1. Download this zip file (contains an old executable and necessary assets)
  2. Download the latest update (0.15.0, 2021 June 1)
  3. Unzip the folder to a location you like
  4. Install the two fonts included in the zip folder
  5. Replace the old executable from the zip file with the new executable you downloaded separately
  6. Run the executable (Windows may warn you that it's suspicious)
I have a question on how to use this thing. Can I ask you about it?
I have written some documentation on how to use the card creator, as well as some depth on how individual components work. You can access it here.

If you have a question that wasn't answered in the documentation above, feel free to message me on Discord (camomatt#3165) or tag me in the Realms United Discord server. You can reply here, but I might not reply back for a while, since I don't typically use the forums much.

Some screenshots:
Loading a different card template

Adding custom art

Importing a card list and exporting card images


  • Can advocate that this program is awesome to use! Been using it a while and, with the steady updates Camo has made to get to this version, it pretty much works perfect for me! (Last major feature I was "missing" was being able to sort cards by name or whatever which now exists). 'Tis great!
    5 Star Rating, would recommend to friends
  • Really recommend checking this out. The website is good if you wanna dip your toes in, but this software lets you go above and beyond for creating custom cards!
  • edited March 2021
    I'm glad you both like it! I just wrote up some documentation. If anyone has questions or wants to know more about the little things with this program, they can use that for guidance. I've linked it in the original post, but here's another link.
  • edited March 2021
    EDIT (March 25): I've updated the program a little bit more. You can download the update here. Just replace the old executable with the new one.
    • Fixed a slightly more annoying bug related to the Card Type box updating the card if there's a difference in capitalization. idk where it came from, but it's "fixed"
    • Added "Auto Assign Gems" checkbox. When enabled, the card gems will update based on the Card Type you select.

      Leaving it checked makes it easier to quickly make new cards without having to remove unnecessary gems. Leaving it unchecked makes it easier to convert existing cards into different card types (such as turning a regular Item into a Treasure, an Ability into a Spell Scroll, etc.)
    • Added "Auto Assign Art" checkbox. When enabled, the card art will update based on the Card Type you select.

      Basically the same as above.
    • Added "Clear Elements" checkbox. When enabled, the left and right elements will be removed when the Card Type changes.

      Basically the same as above.
    • Fixed a "bug" where, if you change the Card Type, it won't enable the "Save Changes" button. Without that button being enabled, it won't warn you that you may have unsaved changes.
  • edited March 2021
    Updated to 0.14.3. You can download the update here. Just replace the old executable with the new one.
    • The program is significantly better at determining if you have unsaved changes. That way, if you change something (or multiple things) about the card, and then revert those changes, it won't warn you about unsaved changes.
    • Fixed a crash that resulted from this. Anyone who may have slipped in and got 0.14.0 should update.
    • Whenever you click view while having unsaved changes, the dialogue window will now display a list of those unsaved changes. Not a big change, but once again, anyone who slipped in and got 0.14.1 may want to update.
    • Another fix. Gems were not properly recognized as unsaved changes. This is what I get for sending stuff out before I've actually used it myself. 0.14.2 lads may want.
    If you run into any bugs, issues, or have suggestions, please reply. Thanks!
  • @camomatt Yo camo this last change is huge. Thanks so much for the bug fixes!
  • @Rob No problem! Hope it helps with your card creation (:
  • edited April 2021
    Updated to 0.14.5. You can download the latest update here. Just replace the old executable with the new one.
    • You can now remove multiple cards from the list at once. Just select each row, or a cell in each row, while holding ctrl or shift and then click the Remove button like normal.
    • A couple more menu items were added under "Help". One links to the Online Documentation I wrote that has instructions on how to use the various functions of the program. The other links to this topic.
    • There's a status bar on the bottom that keeps track of the number of cards in the list. Useful for if you have a specific number of cards you're trying to reach. Or something.
    If you run into any bugs, issues, or have suggestions, feel free to comment. Thanks!
  • edited May 2021
    Updated to 0.14.7. You can download the latest update here. Just replace the old executable with the new one.
    • You may now export Decks straight to your Tabletop Simulator Saved Objects folder. The program will automatically name all of the cards for you. You will still need to upload the sheets to an image host and give the program the links to these sheets. You can find the sheets in the ".temp" folder of the executable's directory. Click "Export > Card Deck..." to try it.
    • Before you can export a deck, you need to set the Saved Objects location in the Preferences window. You can do this by opening File > Preferences... and setting the location there.
    • There are a few bugs I know about, mainly that it doesn't handle aborting the operation very well. I'll possibly eventually work on fixing that. For now, I'd suggest making sure any card list changes you make are saved before you try this feature. You know, just in case.
    • It only supports horizontal cards at the moment and likely will for the foreseeable future.
    • I have added documentation to help explain how to use this new feature.
    If you run into any bugs, issues, or have suggestions, feel free to comment. Thanks!

    Known bugs:
    • Attempting to export more than one large deck per session results in an error. Temporarily resolved by restarting the program between deck exports. I have no clue how to fix this, at the moment.
    • Unsaved changes cannot be properly saved after clicking Export Deck. Will eventually be fixed, probably. Until then, please don't export decks while you have unsaved changes (unless you don't care about those changes).

    Possible additions:
    • I might make it so that the deck creation has more options, like filling the description of each card. This would be in the form of a window with some options you can tick. I'll probably put it in the same window as the Deck Size form.
    • The preferences window will probably have more things built into it, and the preferences file will probably end up being used to save temporary default locations (such as the folder of the most recently imported card list)
    • If I can find a way to integrate this, being able to automatically upload each sheet and assign them (no manual work) would be pretty cool. No clue how to do this though. I know imgur has an API and stuff, but eh.
    • The sheets should probably go to the main directory instead of the 'temp' directory.
    • The temp directory should probably delete everything after processing.
    • A "processing" cursor while the sheets are rendering would probably be helpful.
  • Updated to 0.14.8. You can download the latest update here. Just replace the old executable with the new one.
    • A warning is displayed if you're about to export a deck with unsaved changes. You cannot export a deck while there are unsaved changes.
    • You can now abort exporting a deck at any point.
    • Custom elements can now be added.
    • The description field has a scrollbar and is size adjusted with the window.
    • You can paste a value into multiple cells in the card list. Select the desired cells and right click to access the context menu. If you have 50 cards that you need to apply the same gold value to, this should be helpful.
    • Improved some other smaller things that you won't notice.

    If you run into any bugs, issues, or have suggestions, feel free to comment. Thanks!

    Known bugs:
    • Attempting to export more than one large deck per session results in an error. Temporarily resolved by restarting the program between deck exports. I have no clue how to fix this, at the moment. It's almost definitely a memory issue of some sort. Ew.
  • edited July 2021
    Updated to 0.15.0. You can download the latest update here. Before you update, please read belowThis update changes how ccfg (card templates) are saved and loaded.

    1. If you have messed with card templates, save a copy of your ccfg file(s) before using the new executable. I don't want any work you may have put into those files to go to waste if something doesn't go quite right. As far as I can tell, everything is working fine. Additionally, you will need to add Gold, Stamina, Vignette, PlusIcon, and MinusIcon to your Card Types. If you know what you're doing and want to speed it up, open a text editor and just copy and paste the file names to each card type. Lastly, if you have made changes to the default.ccfg file, don't replace your default.ccfg with the new one. If you haven't made changes, go ahead and replace your default.ccfg.
    2. If you haven't messed with card templates at all, replace the default.ccfg file with the new one I've provided in this update. I have added Gold, Stamina, Vignette, and other file locations to that ccfg so you don't have to.

    Update Notes:
    • You can now change the Gold, Stamina, PlusIcon, MinusIcon, and Vignette for each Card Type. This is a particularly exciting feature for me because FOIL CARDS. POG. You can consider Vignette to be an overlay, making it perfect for adding a foil effect to your cards if you know how to make it happen.
    • There is a version warning when important changes are made when you download new versions. In this case, it warns you that you need to manually input gold, vignette, and other stuff in card templates. Just in case you didn't read the underlined bold text above.
    • This update didn't go completely smoothly, so there could very well be some issues. Proceed with caution.
    If you run into any bugs, issues, or have suggestions, feel free to comment. Thanks!

    Known bugs:
    • Attempting to export more than one large deck per session results in an error. Temporarily resolved by restarting the program between deck exports. I have no clue how to fix this, at the moment. It's almost definitely a memory issue of some sort. Ew.
    • Decks exported to Tabletop Simulator will be broken if any of the card types/titles contain a quotation mark ("). It may also break with other characters, like curly braces ({, }), but I have not tried.
  • This is awesome
  • Thank you, glad you like it (:
  • I managed to delete the source code while reinstalling Windows. I thought I had everything backed up, but apparently not. Whoops!

    This is actually kind of good news. The program was inefficient in a lot of regards, especially with managing all of the functions and subs and memory. If I decide to pick the project up again, it'll be much more solid from the start. I also have a (very) old version that I can use as a reference.

    Anyway, I'm going to be away for some time for unrelated reasons. I'll be back on at some point.
  • @camomatt In case this is the end of the project, I appreciate all you're work on it and I find the program to be fantastic! 
  • @MasterDJV Thank you, I'm glad it helped. At least for the near future, it's the end of the project.
  • edited December 2021

    Started a new card creator from "scratch" (like I said, I have an old version I can and will cannibalize). Here are some of the things I'm fixing, features I'm adding, and anything else that comes to mind.

    • Fixing: Memory issue when exporting massive amounts of cards
    • Fixing: Spaghetti code
    • Adding: Dark theme
    • Adding: Log window
    • Adding: Open source, at some point, if I can remember how to github. It would be neat to let other people collaborate. It's pretty good practice.
    • Changing: Interface to require less screen space (namely placing toggles into a dedicated tab and making buttons smaller).

    No ETA, just doing it whenever I can't sleep (whether it's because I'm restless or my roommate doesn't want to sleep).

    Comments, suggestions, and feedback welcome.
  • Cool stuff my man! I'll give it a spin in the new year to see what's kicking!
  • edited December 2021
    @Rob Awesome, I look forward to you checking it out! It's slow and steady progress, but with the upcoming break for the holidays, I have a feeling I'll have a lot of spare time on my hands for this project.
  • Thanks for continuing this! As a suggestion, is it possible to have gems appear in the order you add them? For example, with the previous creator I wish to add a Weapon gem, a Mechanical gem, and an Area gem in that order but I have to make a special template in order to get them in that order. Being able to add them in a desired order would be wonderful and a great quality of life addition 
  • @Space_Runes Personally I like that there is the "forced" predefined order. Most cards in the game follow the same order for gems on the card and since I like to make my cards feel as vanilla as possible I like to follow the norm. If the gems were changed to be added in the order chosen it'd be a nightmare to try and remember the proper order for some weird gems . 
  • @MasterDJV Ah, I can feel that. I often make unorthodox cards and card types for different skills, spells, etc. so it helps when I don't need to have custom templates. Looking at my default gem list at the moment, if I wanted a Melee Weapon to have a Interrupt/Limited ability it would be spaced (Weapon, Limited, Melee) but if I also wanted to have the Magic gem it would then be spaced (Weapon, Limited, Melee, Magic). Though a way to have both ideas work is to keep the template system and/or have a toggle for free gem placement (I'm no coder so I have no idea if this would be possible or worth it XD)
  • Ya I also like there being a "forced" pattern. When I made the cards I tried really hard for the "OCD" sake of it, but would be cool if there were overrides for outside the box cards.
  • edited December 2021
    @Space_Runes I'll see what I can do about that. While the predefined order is intentional, I agree that having the ability to choose the order (and even having duplicates) is important. Thank you for the suggestion!

    Edit: For the time being, other than by using templates, you can change the order of gems in the application by altering the gemsList.txt file or by manually entering the gems into the card list on the left side of the application. 
  • @camomatt Thanks for the feedback! I'll give those things a go and see if I get some results. Thank you for the help as well!
  • edited January 8
    Still working on the card creator, albeit slowly. I've implemented a toggle for auto-sorting gems.

    As far as progress goes, there's a lot to be done. To name a few big ones: image rendering, list saving (both the old and new format), list loading (both the old and new format), export to tabletop simulator, templates. Assuming I can push past my fear of templates, I imagine it'll be done in late February or early March.

    I'm really stalling on this program because I don't want to touch templates. Aside from it being a somewhat complex feature already, I'm trying to wrap my head around a way to make it more user friendly. While I'm sure the people who are most interested in the feature are willing to deal with its steep learning curve, I'd like it to be a bit more accessible.

    Anyway, I'm glad there are people interested in this project and found my last card creator useful. It's half of the reason I continue to work on it. The other half is just I know I can make my card creator better.

    Edit (Jan 8): This is what I have in mind, at the moment, for the template configurator. Putting everything into a small, minimalistic space where everything is accessible.

  • glad to see you still working on this!!
  • Still working on the thing whenever I muster up the courage to tackle templates. It wouldn't be so hard if I just yoinked the old file format I made up, but I want to do it the "right" way. The problem is I don't do lots of coding, and I don't have a lot of free time nowadays, so I sort of have to budget how I spend my time. Learning how to code is not a big part of the budget.

    Long explanation:

    I want to use "json", a file format that's more established, but I've never touched it before. And I don't know how to import a json reader or anything like that, so I'm trying to make my own. I could use for loops and keep track of the layers and stuff, but I think recursion is the cleaner solution.

    Here's a visualization of what I'm trying to do, along with some pseudo code. Items are stored as objects composed of a tag ("node","image",etc.) and value ("Sample","image location",etc.). Though tbh I'm not sure if this is the best way of handling data from a json file, especially considering how much more demanding it will be to access data from this array compared to the old way of handling data.

    ... I 'unno. Whatever, that's something future me will figure out.
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