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Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

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

Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Chris H. » 31 Dec 2011, 11:34

Xitax wrote:Being aware that there are many different screen resolutions and preferences to support, I'd like to suggest a couple things:
Edit: I fail at getting the image to show smaller, but I'm trying to show that the font on the card description could scale down, and that the 'toolbar' section could move to the left side and free up some card description space. I think the bottom left message window doesn't need the space as much.
`
The battlefield has a total of 8 different panels. You can click and drag on the areas between the panels to re-size them to your liking.

The picture below was taken with the battlefield reduced to 800 x 600 pixels. You can reduce the height of the card picture and the tool panels which will increase the height of the card detail (text description) panel.

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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Roujin » 31 Dec 2011, 12:27

bug: enemy cast an instant (Divine Offering) during own turn (don't know which phase). Counter showing how many cards are in his graveyard did not increase (stayed at 0). Clicking on graveyard does show his graveyard with the Divine Offering in it. Only the number stays at zero.


edit:
Also, just read the other posts about ante. This is great! It wholly changes quest mode gameplay =D>
I do have a (minor) bug report / feature request regarding that feature though: The ante card won in the first of the two games of a match does not show as "new" in the deck editor afterwards. (quest mode)
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Starcrash » 31 Dec 2011, 13:48

Gorgeous. Just gorgeous. It's a beautiful-looking make, and well worth the wait. Thanks to all the hard-working coders for this wonderful new version.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby mark » 31 Dec 2011, 14:41

I would like to move the panel with the concede, shortcuts, ... buttons to the left side, underneath the ok, cancel buttons to have all buttons on the same side of the game, especially to use the end turn button (which does not work yet) without moving the cursor from the left to the right every turn.

Some feature requests:
Could yo create an overlay for the lands that shows how many there are? Or something like an x/y indicator, where x is the tapped and y the total number of $colored mana on the left side? First I thought that this indicator was the actual number of lands and wondered, why it was 0 all the time :-)

Could you implement an undo function? At least for tapping/untapping. (Yes, think before touching the cards, but playing for fun should not be that strict).
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby moomarc » 31 Dec 2011, 15:21

mark wrote:I would like to move the panel with the concede, shortcuts, ... buttons to the left side, underneath the ok, cancel buttons to have all buttons on the same side of the game, especially to use the end turn button (which does not work yet) without moving the cursor from the left to the right every turn.

Some feature requests:
Could yo create an overlay for the lands that shows how many there are? Or something like an x/y indicator, where x is the tapped and y the total number of $colored mana on the left side? First I thought that this indicator was the actual number of lands and wondered, why it was 0 all the time :-)

Could you implement an undo function? At least for tapping/untapping. (Yes, think before touching the cards, but playing for fun should not be that strict).
The issue with any layout decisions is making sure that it works for all resolutions from 800x600 up. Adding those buttons to the left panel makes it too tall to fit all the info in at the lowest resolutions. Several layouts were tried and this was the one that had the best balance of useability and visual flow across resolutions.

Then with regards to an undo feature, that's something that much work has gone towards and is a distant goal. It requires a massive code overhaul that would allow the game state to be recorded at all times thus allowing undoing moves as well as saving mid-game. Strides have been taken but its still a long way off. Certain things can be undone at this stage though. For instance, right clicking on a creature you've declared as an attacker while its still the declare attackers phase, will remove that creature from combat. We've tried to make things as user-friendly as possible, but some things just have to wait until Forge has evolved a bit further.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Roujin » 31 Dec 2011, 15:25

Unfortunately I have now also run into the performance issues mentioned in other threads, after playing a bunch of games in quest mode consecutively. I can't provide any specific action that triggers it, it just happens.. after a while of playing.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby serrasmurf » 31 Dec 2011, 16:16

Awesome, Awesome, Awesome!
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby friarsol » 31 Dec 2011, 16:27

Roujin wrote:Unfortunately I have now also run into the performance issues mentioned in other threads, after playing a bunch of games in quest mode consecutively. I can't provide any specific action that triggers it, it just happens.. after a while of playing.
That's why it's called a "memory leak", hopefully we'll get it all ironed out for the next release.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby gos » 31 Dec 2011, 16:46

Bug: Dream Fighter works correctly when he blocks a creature - both fade out (although it's executed as 2 different triggers - which is technically incorrect, I think). However, when he's in play all other creatures fade out when they block. The creatures they are blocking do not.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby slapshot5 » 31 Dec 2011, 18:18

juzamjedi wrote:Yeah, Contract from Below is absurdly good. I'm also quite happy to see Lion's Eye Diamond. Really a nice update all around.
Speaking of Lion's Eye Diamond, I'd ask people try to use it at times they shouldn't be able to. During my development/testing, it seemed rules-compliant. But Forge has many little inconsistencies. Report any bugs in the Bugs thread.

Thanks,
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Xitax » 31 Dec 2011, 19:20

Chris H. wrote:The battlefield has a total of 8 different panels. You can click and drag on the areas between the panels to re-size them to your liking.

The picture below was taken with the battlefield reduced to 800 x 600 pixels. You can reduce the height of the card picture and the tool panels which will increase the height of the card detail (text description) panel.
Sure, that's true, but for my particular screen size 1366 x 768 with card pics that are 400 pixels high, the card description window gets cramped because the text size it chooses is really too large. (Maybe it picks the font size based on the width of the window? In any case it would look better with a smaller font and reduced spacing between rows). And if the button panel were movable to the left it would be much better (for me.) All I really would ask for is that in the future this is more customizable in the skin definition.

moomarc wrote:The issue with any layout decisions is making sure that it works for all resolutions from 800x600 up. Adding those buttons to the left panel makes it too tall to fit all the info in at the lowest resolutions. Several layouts were tried and this was the one that had the best balance of useability and visual flow across resolutions.
Well, drat... Unfortunately I think that in larger resolutions it looks much better on the left! How difficult would it be to have a few layout options? (I don't know, so I'm asking...) :wink:
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby jmartus » 01 Jan 2012, 10:54

I cast the card Damnation and nothing happened.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Doublestrike » 01 Jan 2012, 13:40

Hello World, Doublestrike here. I did most of the coding for the new UI, and will be continuing that work for the next few months.

First of all, thanks everyone for the feedback and comments about the UI. Obviously there's still a long way to go. This latest build was basically implementing the global UI classes across the whole project - a massive step, which now has added lots of fun stuff into the core: keyboard shortcuts, custom graphic skins, phase indicators, support for low resolutions, window resizing, panel resizing, a dock for shortcut buttons, and more.

So, some stuff works, some stuff not yet, but the framework is in place. The performance problems will be the first priority. Future builds will be focusing on ease of use, options/extras, and visual polish. Hopefully, the UI can pound ahead steadily to support this fantastic spread of new cards! Thanks for your patience in the meantime.

Xitax wrote:How difficult would it be to have a few layout options?
This is a great idea - a few others have mentioned it, and the solution would be draggable panels. This is a big change, so to answer your question, it would be fairly difficult (but definitely on the list).

mark wrote:Could yo create an overlay for the lands that shows how many there are?
Probably another great idea. The field for each player still needs a lot of work - there's sorting options, overlays, better targeting graphics, etc. So to answer this, yes, that can be created (and is also on the list).
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby serrasmurf » 01 Jan 2012, 14:27

friarsol wrote:
Roujin wrote:Unfortunately I have now also run into the performance issues mentioned in other threads, after playing a bunch of games in quest mode consecutively. I can't provide any specific action that triggers it, it just happens.. after a while of playing.
That's why it's called a "memory leak", hopefully we'll get it all ironed out for the next release.
I can't even finish 1 match in quest mode without forge approaching zero kelvin.
guess i'll have to wait a month to enjoy the great new UI.
1 remark after playing 1 game: it seems that I have to mouse bigger distances, might be more convenient to have the OK button, which is currently left-bottom, more centered (at least at the top of the box)
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby slapshot5 » 01 Jan 2012, 16:45

gos wrote:One feature I miss from the old version is the ability to see the details of spells on the stack. In this version, I can only see the name of the spell (and its target, if applicable). This can make decisions about countering and so on more hit and miss.
I removed this in 1.2.0 due to a bug that allowed you to cheat. I have now confirmed the bug was also present in 1.1.8. I've restored this functionality in SVN. Please check the next nightly or next beta.

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