Forge Android App: 11-13-2016 Alpha 1.5.58.002
by mtgrares
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Re: Forge Android App: 07-04-2014 Alpha 1.5.22.001
by Joril » 11 Jul 2014, 22:16
Following up on my Droid 4 problem, I tried building the app with Eclipse and running it inside a 540x960 AVD, but the screen layout works properly...
So I modified LaunchScreen.java to make it show the values of the IMAGE_WIDTH, IMAGE_HEIGHT and PADDING constants, and I've found that on the AVD they are 320, 160 and 4, while on the Droid they are 1280, 640 and 16.
Is this helpful?
So I modified LaunchScreen.java to make it show the values of the IMAGE_WIDTH, IMAGE_HEIGHT and PADDING constants, and I've found that on the AVD they are 320, 160 and 4, while on the Droid they are 1280, 640 and 16.
Is this helpful?
Re: Forge Android App: 07-11-2014 Alpha 1.5.22.002
by drdev » 11 Jul 2014, 23:59
I just released 1.5.22.002, which includes all the M15 cards scripted so far. It also includes a fix to highlight the selected item in combo box drop downs, as well as to show the current version on the splash screen to make it easier to know if you're on the latest version as was suggested by Wulfe on the last page.
It will appear on the bottom of the splash screen as shown below:
Note that this release does not include Quest Mode, as that's still under development. I'll post more updates on that as they're ready. I was moving this past week, so hopefully I'll have some more time to work on things this weekend.
It will appear on the bottom of the splash screen as shown below:
Note that this release does not include Quest Mode, as that's still under development. I'll post more updates on that as they're ready. I was moving this past week, so hopefully I'll have some more time to work on things this weekend.
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Re: Forge Android App: 07-04-2014 Alpha 1.5.22.001
by drdev » 12 Jul 2014, 00:03
That is helpful. Might I ask what the values of Utils.AVG_FINGER_HEIGHT and Utils.AVG_FINGER_WIDTH are on that device? This sounds like an issue with dpi.Joril wrote:Following up on my Droid 4 problem, I tried building the app with Eclipse and running it inside a 540x960 AVD, but the screen layout works properly...
So I modified LaunchScreen.java to make it show the values of the IMAGE_WIDTH, IMAGE_HEIGHT and PADDING constants, and I've found that on the AVD they are 320, 160 and 4, while on the Droid they are 1280, 640 and 16.
Is this helpful?
Thanks for helping with the investigation.
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Re: Forge Android App: 07-11-2014 Alpha 1.5.22.002
by drdev » 12 Jul 2014, 03:34
Excited to share some progress on Quest Mode. Here's an idea of what the Duels screen and the Quest menu will look like:
The Duels screen is pretty straight forward. Three options and a Start button, with a couple labels above indicating how your current deck (or if you need to select one), as well as the number of wins required to unlock the next challenge. At the top of every quest screen will be the quest name, the screen name, and your current level/rank.
The Quest menu can be dropped down from the button at the top right of the screen. It has all the different Quest screens you'll be used to accessing from either the home screen submenu or buttons on one of the quest screens. This allows easy navigation between quest screens without a dedicated quest menu screen. It also allows having parts of the screens, like stats, be easily available to display on their own screen without taking up room on other quest screens. For example, here's the screen for displaying Quest statistics which appear on the bottom right of other quest screens on the desktop game.
Definitely interested in thoughts on this design as I continue on with implementing the other quest screens.
Thanks.
-Dan
EDIT: Does anyone have some good quest build they could share with me for testing? I haven't had to time to really play through many quests, so it would save me quite a bit of time to be able to test against existing build from those who've played quest mode a lot.
The Duels screen is pretty straight forward. Three options and a Start button, with a couple labels above indicating how your current deck (or if you need to select one), as well as the number of wins required to unlock the next challenge. At the top of every quest screen will be the quest name, the screen name, and your current level/rank.
The Quest menu can be dropped down from the button at the top right of the screen. It has all the different Quest screens you'll be used to accessing from either the home screen submenu or buttons on one of the quest screens. This allows easy navigation between quest screens without a dedicated quest menu screen. It also allows having parts of the screens, like stats, be easily available to display on their own screen without taking up room on other quest screens. For example, here's the screen for displaying Quest statistics which appear on the bottom right of other quest screens on the desktop game.
Definitely interested in thoughts on this design as I continue on with implementing the other quest screens.
Thanks.
-Dan
EDIT: Does anyone have some good quest build they could share with me for testing? I haven't had to time to really play through many quests, so it would save me quite a bit of time to be able to test against existing build from those who've played quest mode a lot.
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Re: Forge Android App: 07-04-2014 Alpha 1.5.22.001
by Joril » 12 Jul 2014, 10:01
Sure, here they are: 237 and 169drdev wrote:That is helpful. Might I ask what the values of Utils.AVG_FINGER_HEIGHT and Utils.AVG_FINGER_WIDTH are on that device?
Re: Forge Android App: 07-04-2014 Alpha 1.5.22.001
by drdev » 12 Jul 2014, 16:11
What's the actual screen size in inches or centimeters? Based on the numbers you've given me, your screen has ppc (points per centimeter) of 153x215, and resolution of 540x960, meaning your screen size is only 3.53x4.46cm or only 1.39x1.75in. That can't be right, as that's way too small a screen for a phone.Joril wrote:Sure, here they are: 237 and 169drdev wrote:That is helpful. Might I ask what the values of Utils.AVG_FINGER_HEIGHT and Utils.AVG_FINGER_WIDTH are on that device?
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Re: Forge Android App: 07-04-2014 Alpha 1.5.22.001
by Joril » 12 Jul 2014, 16:15
The Droid 4 has a 4" displaydrdev wrote:What's the actual screen size in inches or centimeters?
(I'd say 4.6x9 cm)
Re: Forge Android App: 07-04-2014 Alpha 1.5.22.001
by drdev » 12 Jul 2014, 16:20
In that case, the numbers you're giving me don't add up. What's the actual screen resolution? You can debug and check Gdx.graphics.getWidth() and Gdx.graphics.getHeight() to find out.Joril wrote:The Droid 4 has a 4" displaydrdev wrote:What's the actual screen size in inches or centimeters?
(I'd say 4.6x9 cm)
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Re: Forge Android App: 07-04-2014 Alpha 1.5.22.001
by Joril » 12 Jul 2014, 16:43
getHeight() -> 960drdev wrote:In that case, the numbers you're giving me don't add up. What's the actual screen resolution? You can debug and check Gdx.graphics.getWidth() and Gdx.graphics.getHeight() to find out.
getWidth() -> 540
For comparison, on the AVD I get
FINGER_HEIGHT & WIDTH -> 104
getHeight() -> 960
getWidth() -> 540
Re: Forge Android App: 07-12-2014 Alpha 1.5.22.003
by drdev » 12 Jul 2014, 17:13
I just released 1.5.22.003, which should enforce some maximums on the size of certain display objects if the average finger size is too large relative to the screen size. Joril, could you send me some screenshots of what Forge looks like on your device after taking the update? Also let me know if I need to tweak the maximums any.
In addition to that fix, this release also includes support for long pressing cards on list chooser dialogs and the stack to open the zoom/details view.
In addition to that fix, this release also includes support for long pressing cards on list chooser dialogs and the stack to open the zoom/details view.
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Re: Forge Android App: 07-12-2014 Alpha 1.5.22.003
by drdev » 12 Jul 2014, 21:40
I've made some progress today on Quest deck editing. Here's what the Quest Decks screen looks like:
It's pretty similar to the Constructed deck chooser screen. A list of all decks built for the current quest, a button to create a new deck, a button to edit the selected deck, a button to view the selected deck, and a button to select a random deck. Selecting a different deck and pressing Back or double-tapping it will change the quest to use that deck for your next event.
Here's what the Quest Deck Editor looks like:
The main difference between this and the other deck editors is that the first tab is your Inventory, which isn't infinite.
Let me know if you have any questions or feedback on these screens.
Thanks.
-Dan
It's pretty similar to the Constructed deck chooser screen. A list of all decks built for the current quest, a button to create a new deck, a button to edit the selected deck, a button to view the selected deck, and a button to select a random deck. Selecting a different deck and pressing Back or double-tapping it will change the quest to use that deck for your next event.
Here's what the Quest Deck Editor looks like:
The main difference between this and the other deck editors is that the first tab is your Inventory, which isn't infinite.
Let me know if you have any questions or feedback on these screens.
Thanks.
-Dan
Last edited by drdev on 12 Jul 2014, 21:59, edited 2 times in total.
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Re: Forge Android App: 07-12-2014 Alpha 1.5.22.003
by KrazyTheFox » 12 Jul 2014, 21:53
Yeah, why'd you pick the worst deck I've ever built for that quest to show it off?drdev wrote:Let me know if you have any questions or feedback on these screens.

Kidding. It's looking really great!
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Re: Forge Android App: 07-12-2014 Alpha 1.5.22.003
by treeko11 » 14 Jul 2014, 11:03
Hi,
I found an issue with Suppression Field and shocklands; when you have Suppression Field out on the field and then go to play a shockland (I was using Temple Garden) the game asks you to pay 2 mana, if you hit cancel (because who wants to pay mana to play a land) the shockland stays in your hand and you are then unable to play any more lands that turn.
Fetchlands also cause an issue, you pay 2 mana and 1 life to activate them, fetch a shock and the game asks you to pay 2 mana, if you hit cancel the shock stays in the deck and the fetch goes to the graveyard.
I tested this 2x times and was able to get the same result both times.
I found an issue with Suppression Field and shocklands; when you have Suppression Field out on the field and then go to play a shockland (I was using Temple Garden) the game asks you to pay 2 mana, if you hit cancel (because who wants to pay mana to play a land) the shockland stays in your hand and you are then unable to play any more lands that turn.
Fetchlands also cause an issue, you pay 2 mana and 1 life to activate them, fetch a shock and the game asks you to pay 2 mana, if you hit cancel the shock stays in the deck and the fetch goes to the graveyard.
I tested this 2x times and was able to get the same result both times.
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Re: Forge Android App: 07-12-2014 Alpha 1.5.22.003
by drdev » 14 Jul 2014, 11:57
This is also an issue on the desktop game, so it's not a UI issue with the mobile game. I'm not familiar enough with that part of the code to fix this properly, so please post this to the main Forge Beta thread.treeko11 wrote:Hi,
I found an issue with Suppression Field and shocklands; when you have Suppression Field out on the field and then go to play a shockland (I was using Temple Garden) the game asks you to pay 2 mana, if you hit cancel (because who wants to pay mana to play a land) the shockland stays in your hand and you are then unable to play any more lands that turn.
Fetchlands also cause an issue, you pay 2 mana and 1 life to activate them, fetch a shock and the game asks you to pay 2 mana, if you hit cancel the shock stays in the deck and the fetch goes to the graveyard.
I tested this 2x times and was able to get the same result both times.
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Re: Forge Android App: 07-12-2014 Alpha 1.5.22.003
by drdev » 15 Jul 2014, 06:54
Another Quest mode progress update. I've finished the Spell Shop.
As you can see, I had to get creative in order for the buy and sell price to be able to appear on the list items, and I ended up just covering up the bottom of the art. At this point the other special columns for spell shop will not be available, though let me know if that's a concern and I can try and find a way to make that information accessible.
What that, I'm happy to announce that all I have left to do before I release Quest mode is the QuestWinLose screen. I feel that the Bazaar, Tournaments, and Preferences screens are non-essential enough that I don't want to delay releasing the rest of quest mode until they're ready. That said, those quest screens will certainly be at the top of my TODO list, so you can expect them to follow in short order afterward.
Let me know if you have any questions or concerns regarding this plan or quest mode in general.
Thanks.
-Dan
As you can see, I had to get creative in order for the buy and sell price to be able to appear on the list items, and I ended up just covering up the bottom of the art. At this point the other special columns for spell shop will not be available, though let me know if that's a concern and I can try and find a way to make that information accessible.
What that, I'm happy to announce that all I have left to do before I release Quest mode is the QuestWinLose screen. I feel that the Bazaar, Tournaments, and Preferences screens are non-essential enough that I don't want to delay releasing the rest of quest mode until they're ready. That said, those quest screens will certainly be at the top of my TODO list, so you can expect them to follow in short order afterward.
Let me know if you have any questions or concerns regarding this plan or quest mode in general.
Thanks.
-Dan
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