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Forge Android App: 11-13-2016 Alpha 1.5.58.002

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006

Postby Agetian » 13 Mar 2015, 14:06

Ok, I found a reliable way to reproduce the "first turn auto-skip" bug:

1. Start a new Constructed match (actually, the format shouldn't matter, I think).
2. Set your own life to 1.
3. Give the AI opponent some Haste creature to kill you with as fast as possible. Raging Goblin should do.
4. Pass the turns *exclusively* with the "End Turn" button until the AI finally kills you (make sure that End Turn is the last thing clicked before you're whacked with the Goblin for the win). Basically, just click "End Turn" in response to everything until the AI finishes you.
5. Proceed to game two. Voila, your first turn will be auto-skipped using "End Turn" (which is, apparently, not cleared after the game ends).

Hope this helps!

- Agetian
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Re: Forge Android App: 3-13-2015 Alpha 1.5.37.007

Postby drdev » 14 Mar 2015, 01:55

Thanks Agetian, that was indeed the problem. I just released 1.5.37.007 which should have it fixed.
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Re: Forge Android App: 3-13-2015 Alpha 1.5.37.007

Postby Traldar » 14 Mar 2015, 03:13

Hey Dan!

Glad to see that you are back working on Planar Conquest!

I see you are using a PW to represent the player, but you will get to choose the PW from valid cards? Will that card actually be the deck commander or at least be inside every deck created?

Here's a crazy idea: what if instead of using the default planeswalkers cards as your persona you could "create a planeswalker" to play? I know it could be a bit tricky to implement, but it would be way cool. Perhaps because of the way Forge card ai is implemented this may not be totally crazy.


The PW card casting cost would be defined as follows:
- you pick the desired CMC for your card
- initial loyalty equals CMC
- you can "equip" any instant or sorcery cards you have collected as abilities (perhaps you can equip 3 at the beginning, but you can level up and learn to equip 4 abilities later)
- the loyalty cost of the ability is 2 minus the spell CMC (so a CMC 1 spell will cost +1, while a 8-CMC spell will cost -6)
- spells with X in their cost will cost -X loyalty)
- you can equip any spell as an Ultimate (spells that generate permanents, such as enchantments, will generate an Emblem instead, creatures will transform you PW into that creature until the end of the turn)
- The color of the equipped spells will determine the color affinity of your PW, if all spells are the same color, double the color requirement.
- perhaps not all spells would be equipable, perhaps you have to defeat a plane to research a new equipable spell

Examples:

Joyce the Mind Screwer - 2UU
Starting loyalty: 4

+1: Brainstorm (CMC: 1)
+1: Unsummon (CMC: 1)
-8: Omniscience (CMC: 10) - you get an emblem that says "you may cast nonland cards from your hand without paying their mana costs."

Shendra, the Hot Blooded - 1RR
Starting loyalty: 3

+1: Lightning Bolt (CMC: 1)
-2: Chain Reaction (CMC: 4)
-6: Insurrection (CMC: 8 )

You could allow tweaking ability costs by changing starting loyalty and the PW casting cost:
- for instance, if you want to make its first ability a +2 instead of +1 you can increase the PW casting cost by 1 colorless mana or decrease the starting loyalty by 1.

Certainly this could lead to very powerful PWs, but since this is intented for a single player experience, it could be fun.

What do you think? Feasible? Too crazy?

Cheers,
- traldar
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Re: Forge Android App: 3-13-2015 Alpha 1.5.37.007

Postby drdev » 15 Mar 2015, 17:12

Traldar, that's certainly an interesting idea, and maybe it'd be possible to incorporate somehow. That said, I don't expect the first version of Planar Conquest will include it, as it's a much more involved implementation than just hooking into and playing existing game structures. Thanks for the input though.
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Re: Forge Android App: 3-15-2015 Alpha 1.5.38.001

Postby drdev » 15 Mar 2015, 17:23

I just released 1.5.38.001, which, in addition to including the recent stuff released with the 1.5.37 Beta, includes an enhancement to reduce the size of number input dialogs. Now, instead of displaying vertically and basically blocking the entire screen, they display horizontally and barely cover the screen at all.

HorizontalNumberPicker.png

Let me know what you think.

Thanks.
-Dan

EDIT: Just released 1.5.38.002, which fixes a bug where ability pickers weren't showing card image or wrapping text.
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Re: Forge Android App: 3-15-2015 Alpha 1.5.38.002

Postby gaorangerblue » 16 Mar 2015, 05:17

Since updating, I am no longer able to pay the alternate casting costs on cards like Force of Will or Gush.
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Re: Forge Android App: 3-16-2015 Alpha 1.5.38.003

Postby drdev » 16 Mar 2015, 12:20

gaorangerblue wrote:Since updating, I am no longer able to pay the alternate casting costs on cards like Force of Will or Gush.
I just released 1.5.38.003, which fixes this bug. It also fixes the display of list items when picking the spell/ability to counter to include the card picture and allow the text to wrap.
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Re: Forge Android App: 3-16-2015 Alpha 1.5.38.004

Postby drdev » 16 Mar 2015, 22:34

I just released 1.5.38.004, which fixes a bug where number pickers with 25 or more options would mistakenly show a search field, which then made the actual list items unusably tiny.
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Re: Forge Android App: 3-16-2015 Alpha 1.5.38.004

Postby Agetian » 18 Mar 2015, 08:10

Popup windows no longer specify the players' names correctly, e.g. for Thoughtseize you get the title "looking at {player's} hand". The same is true for other similar windows.

- Agetian
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Re: Forge Android App: 3-16-2015 Alpha 1.5.38.004

Postby drdev » 18 Mar 2015, 13:42

Agetian wrote:Popup windows no longer specify the players' names correctly, e.g. for Thoughtseize you get the title "looking at {player's} hand". The same is true for other similar windows.

- Agetian
I noticed this myself recently, but it's not unique to the app. No idea when it broke, but I can look into fixing it.
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Re: Forge Android App: 3-16-2015 Alpha 1.5.38.004

Postby elcnesh » 18 Mar 2015, 17:47

My fault! Will look into it :)
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Re: Forge Android App: 3-16-2015 Alpha 1.5.38.004

Postby Agetian » 19 Mar 2015, 05:24

I think that because a lot of issues resolved in r29087:29088 may potentially affect the mobile app, maybe it's worth updating the app and releasing a new version (.005)?

By the way, I tried compiling mobile Forge today and got the following ProGuard-related error. Can you please tell me what I'm doing wrong?

Code: Select all
[INFO] Note: there were 193 duplicate class definitions.
[INFO] Warning: forge.screens.constructed.ConstructedScreen: can't find referenced method 'forge.LobbyPlayer getGuiPlayer(java.lang.String,boolean)' in class forge.player.GamePlayerUtil
[INFO] Warning: forge.screens.match.MatchScreen: can't find referenced method 'void concede()' in class forge.screens.match.MatchController
[INFO] Warning: forge.screens.match.views.VGameMenu$1$1: can't find referenced method 'void concede()' in class forge.screens.match.MatchController
[INFO]       You should check if you need to specify additional program jars.
[INFO] Warning: there were 3 unresolved references to program class members.
[INFO]          Your input classes appear to be inconsistent.
[INFO]          You may need to recompile them and try again.
[INFO]          Alternatively, you may have to specify the option
[INFO]          '-dontskipnonpubliclibraryclassmembers'.
[INFO] java.io.IOException: Please correct the above warnings first.
[INFO]  at proguard.Initializer.execute(Initializer.java:321)
[INFO]  at proguard.ProGuard.initialize(ProGuard.java:211)
[INFO]  at proguard.ProGuard.execute(ProGuard.java:86)
[INFO]  at proguard.ProGuard.main(ProGuard.java:492)
[INFO] ------------------------------------------------------------------------
[INFO] BUILD FAILURE
[INFO] ------------------------------------------------------------------------
[INFO] Total time: 14.363s
[INFO] Finished at: Thu Mar 19 12:22:21 VOLT 2015
[INFO] Final Memory: 24M/310M
[INFO] ------------------------------------------------------------------------
I used the following build command (I removed the passwords from the command line just in case) - this command used to do the job perfectly will until recently:

Code: Select all
export ANDROID_HOME=~/Software/adt-bundle-linux-x86_64-20140702/sdk && export _JAVA_OPTIONS="-Xmx2g" && ~/Software/apache-maven-3.1.1/bin/mvn -U -B clean -P android-release-build,android-release-sign install -Dsign.keystore=forge.keystore -Dsign.alias=Forge -Dsign.storepass=XXXX -Dsign.keypass=XXXX
- Agetian
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Re: Forge Android App: 3-19-2015 Alpha 1.5.38.005

Postby drdev » 19 Mar 2015, 08:06

Agetian, it looks like maybe you didn't build the maven projects for the other forge modules first.

At any rate, I've gone ahead and pushed out 1.5.38.005 with elcnesh's recent fixes. Thanks
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Re: Forge Android App: 3-19-2015 Alpha 1.5.38.005

Postby Agetian » 19 Mar 2015, 08:29

drdev wrote:Agetian, it looks like maybe you didn't build the maven projects for the other forge modules first.
Thanks for the update! :)
And hmm nope, I did, I ran the "clean install" Maven command on all the projects including forge-gui-mobile and forge-android. :/ So, it must have been something else. At any rate, the same procedure works fine since the update (r29092), so whatever it was must have been resolved along with the update.

- Agetian
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Re: Forge Android App: 3-19-2015 Alpha 1.5.38.005

Postby 5enza » 19 Mar 2015, 15:32

Description: getting this crash when trying to zoom in on card images.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.38.005
Operating System: Linux 3.10.20-00001-ge40db9e x86_64
Java Version:     0 The Android Project

java.lang.NullPointerException
   at forge.card.CardZoom.drawOverlay(CardZoom.java:171)
   at forge.toolbox.FContainer.draw(FContainer.java:70)
   at forge.Forge.render(Forge.java:271)
   at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:416)
   at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1537)
   at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1251)
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