Forge Android App: 11-13-2016 Alpha 1.5.58.002
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Android App: 06-22-2014 Alpha 1.5.21.004
by drdev » 22 Jun 2014, 22:10
I just released 1.5.21.004, which increases the libgdx version from 0.9.9 to 1.2.0. The main thing this fixes is the issue with progressive jpegs, which should now load properly. Please let me know if you still encounter issues with downloaded card pics.
Thanks.
-Dan
Thanks.
-Dan
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Re: Forge Android App: 06-22-2014 Alpha 1.5.21.004
by Rosieodonell » 23 Jun 2014, 02:06
Great work so far, I have tested the new card images but I will make a point to do that this week and let you know. (takes 3 hours to download cards
)
Side note, still finding it slowing down a lot the longer the game goes.

Side note, still finding it slowing down a lot the longer the game goes.
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Re: Forge Android App: 06-22-2014 Alpha 1.5.21.004
by drdev » 23 Jun 2014, 17:51
So something I've really been wanting to add to Forge for awhile now is a GUI utility for designing custom cards and sets that would be fully playable within Forge. I thought I'd take this opportunity to ask if this is something people would be interested in being available on the mobile game as well as the desktop version.
Please note this is not a commitment as to when such a feature would be added, as I still have work to do implementing some missing features from desktop Forge, such as Quest Mode, Guantlets, and variants. I'm just inquiring as to interest.
Thanks.
-Dan
Please note this is not a commitment as to when such a feature would be added, as I still have work to do implementing some missing features from desktop Forge, such as Quest Mode, Guantlets, and variants. I'm just inquiring as to interest.
Thanks.
-Dan
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Re: Forge Android App: 06-22-2014 Alpha 1.5.21.004
by friarsol » 23 Jun 2014, 18:08
I'd imagine it'd be fairly annoying to try to script cards through a touch keyboard interface on mobile. Even with on-the-fly reloading of card scripts (to alleviate closing and reopening), I don't think I'd ever do full on card scripting/tests on my device, just because it's more difficult to copy/paste move around, and everything else.drdev wrote:So something I've really been wanting to add to Forge for awhile now is a GUI utility for designing custom cards and sets that would be fully playable within Forge. I thought I'd take this opportunity to ask if this is something people would be interested in being available on the mobile game as well as the desktop version.
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Re: Forge Android App: 06-22-2014 Alpha 1.5.21.004
by drdev » 23 Jun 2014, 18:20
To be clear, I'm not talking about using it to script new released sets and cards. I'm talking about providing a GUI interface for designing custom cards using discrete combinations of keywords, ability words, and ability text combinations that already map to script.friarsol wrote:I'd imagine it'd be fairly annoying to try to script cards through a touch keyboard interface on mobile. Even with on-the-fly reloading of card scripts (to alleviate closing and reopening), I don't think I'd ever do full on card scripting/tests on my device, just because it's more difficult to copy/paste move around, and everything else.drdev wrote:So something I've really been wanting to add to Forge for awhile now is a GUI utility for designing custom cards and sets that would be fully playable within Forge. I thought I'd take this opportunity to ask if this is something people would be interested in being available on the mobile game as well as the desktop version.
There would be tappable items/buttons to build each ability, enter a mana cost, select a card type, select a rarity, or specify a p/t or loyalty. Art would be imported via the file picker I built for specifying file paths. Typing would only be needed for entering a card name or searching through the available items depending on what you're editing.
Obviously this would limit what types of cards you can build, but given the number of keywords and abilities that are supported by Forge, that still leaves near endless possibilities without actual scripting being required.
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Re: Forge Android App: 06-22-2014 Alpha 1.5.21.004
by squee1968 » 24 Jun 2014, 00:42
I also doubt that I'd use something like that on my tablet. For the desktop version - maybe. I have little interest/ability in creating custom cards, so for me, in order for me personally to find it useful, I would need the ability to add Forge scripts to it, in addition to the features you mentioned. I also assume the files that would be created would be able to be exported to the mobile version.
Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by drdev » 24 Jun 2014, 04:00
I just released 1.5.21.005, which includes the following fixes:
- Fix so P/T overlays don't flicker as phases change if they've been altered by static effects
- Fix so animated lands or other non-creature permanents immediately move to creatures row after becoming creatures
- Fix so the summoning sickness icon doesn't flicker for non-creature permanents that are turned into creatures the turn they enter play
- Fix so left and right borders appear for opponent's selected zone tab
- Fix so when you add cards to the main deck or sideboard of a limited deck, they're properly removed from the other card pool
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Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by timmermac » 24 Jun 2014, 15:59
Does the first fix for Android also apply to desktop?drdev wrote:I just released 1.5.21.005, which includes the following fixes:
- Fix so P/T overlays don't flicker as phases change if they've been altered by static effects
- Fix so animated lands or other non-creature permanents immediately move to creatures row after becoming creatures
- Fix so the summoning sickness icon doesn't flicker for non-creature permanents that are turned into creatures the turn they enter play
- Fix so left and right borders appear for opponent's selected zone tab
- Fix so when you add cards to the main deck or sideboard of a limited deck, they're properly removed from the other card pool
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by Rosieodonell » 24 Jun 2014, 16:52
I am interested in the custom card art, since i made a custom marvel cube that utilized clash and flash back etc... i think for the desktop would be insane.
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Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by drdev » 24 Jun 2014, 18:35
No, although I could implement a similar solution there. Is it a big problem for the desktop game? I never really noticed it before the mobile game.timmermac wrote:Does the first fix for Android also apply to desktop?drdev wrote:I just released 1.5.21.005, which includes the following fixes:
- Fix so P/T overlays don't flicker as phases change if they've been altered by static effects
- Fix so animated lands or other non-creature permanents immediately move to creatures row after becoming creatures
- Fix so the summoning sickness icon doesn't flicker for non-creature permanents that are turned into creatures the turn they enter play
- Fix so left and right borders appear for opponent's selected zone tab
- Fix so when you add cards to the main deck or sideboard of a limited deck, they're properly removed from the other card pool
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Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by jureidinim » 24 Jun 2014, 18:52
Not wanting to derail the topic here - but I have not been able to start the Gauntlet mode on the desktop version - I have copied the error in the main thread for the desktop version.drdev wrote:No, although I could implement a similar solution there. Is it a big problem for the desktop game? I never really noticed it before the mobile game.timmermac wrote:
Does the first fix for Android also apply to desktop?
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Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by KrazyTheFox » 24 Jun 2014, 19:04
The desktop game has a higher threshold for flickering, but it does suffer from the same problem when there's enough recalculation going on.drdev wrote:No, although I could implement a similar solution there. Is it a big problem for the desktop game? I never really noticed it before the mobile game.
You can replicate it by setting up this game state (though depending on your computer, you might have to add more static effects):
- Code: Select all
HumanCardsInPlay=Plains|ZEN; Dictate of Heliod; Dictate of Heliod; Dictate of Heliod; Blessed Orator; Blessed Orator; Blessed Orator; Blessed Orator; Builder's Blessing; Builder's Blessing; Builder's Blessing
ActivePlayer=Human
ActivePhase=Main1
-
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Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by Adelnikov » 25 Jun 2014, 00:04
Awesome Job as always. Do you've planned to integrated EDH game's soon ?
I can't wait to play with my General on my tablet.
Thanks for all work done.
I can't wait to play with my General on my tablet.
Thanks for all work done.
Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by drdev » 25 Jun 2014, 00:33
Adding variant support is one of the next things on my list.Adelnikov wrote:Awesome Job as always. Do you've planned to integrated EDH game's soon ?
I can't wait to play with my General on my tablet.
Thanks for all work done.
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Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by Jomel » 25 Jun 2014, 22:13
Awesome app! I got a crash dialog when I clicked New Deck (from the list of constructed decks) and entered the deck editor.
Note that I have only downloaded about 90% of the (low quality) card images so far; some are still missing - perhaps that explains the error?
Note that I have only downloaded about 90% of the (low quality) card images so far; some are still missing - perhaps that explains the error?
- GdxRuntimeException | Open
- Code: Select all
Forge Version: 0.0
Operating System: Linux 3.4.0-g03485a6 armv7l
Java Version: 0 The Android Project
EDT > Could not read image file /storage/emulated/0/Forge/cache/pics/cards/Ambassador Laquatus.full.jpg
com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: /storage/emulated/0/Forge/cache/pics/cards/Ambassador Laquatus.full.jpg
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:64)
at com.badlogic.gdx.graphics.Texture.load(Texture.java:130)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:121)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:100)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:92)
at forge.assets.ImageLoader._findFile(ImageLoader.java:87)
at forge.assets.ImageLoader.load(ImageLoader.java:65)
at forge.assets.ImageLoader.load(ImageLoader.java:15)
at com.google.common.cache.LocalCache$LoadingValueReference.loadFuture(LocalCache.java:3524)
at com.google.common.cache.LocalCache$Segment.loadSync(LocalCache.java:2317)
at com.google.common.cache.LocalCache$Segment.lockedGetOrLoad(LocalCache.java:2280)
at com.google.common.cache.LocalCache$Segment.get(LocalCache.java:2195)
at com.google.common.cache.LocalCache.get(LocalCache.java:3934)
at com.google.common.cache.LocalCache.getOrLoad(LocalCache.java:3938)
at com.google.common.cache.LocalCache$LocalLoadingCache.get(LocalCache.java:4821)
at forge.assets.ImageCache.getImage(ImageCache.java:138)
at forge.card.CardRenderer.getCardArt(CardRenderer.java:187)
at forge.card.CardRenderer.getCardArt(CardRenderer.java:179)
at forge.card.CardRenderer.drawCardListItem(CardRenderer.java:235)
at forge.itemmanager.CardManager$9.drawValue(CardManager.java:164)
at forge.itemmanager.views.ItemListView$ItemList$1.drawValue(ItemListView.java:325)
at forge.itemmanager.views.ItemListView$ItemList$1.drawValue(ItemListView.java:270)
at forge.toolbox.FList.draw(FList.java:205)
at forge.Graphics.draw(Graphics.java:88)
at forge.toolbox.FContainer.draw(FContainer.java:49)
at forge.toolbox.FScrollPane.draw(FScrollPane.java:275)
at forge.Graphics.draw(Graphics.java:88)
at forge.toolbox.FContainer.draw(FContainer.java:49)
at forge.Graphics.draw(Graphics.java:88)
at forge.toolbox.FContainer.draw(FContainer.java:49)
at forge.Graphics.draw(Graphics.java:88)
at forge.toolbox.FContainer.draw(FContainer.java:49)
at forge.Forge.render(Forge.java:208)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:414)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1523)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
Caused by: java.io.IOException: couldn't load pixmap expected marker
at com.badlogic.gdx.graphics.g2d.Gdx2DPixmap.<init>(Gdx2DPixmap.java:57)
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:138)
... 36 more
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