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Re: Forge Android App: 05-31-2014 Alpha 1.5.19.005

PostPosted: 31 May 2014, 18:26
by friarsol
KrazyTheFox wrote:
drdev wrote:Right prompt button is now an enabled "End Turn" button when you're give the option to pass priority.
This one caught me off guard when I pulled the latest changes. Is there a better phrasing that could be used here instead? "End Turn" sounds like it's ending my turn completely. Maybe just "pass"?
It will end your turn completely unless something else hits the stack. Then it breaks out of the end turn process and allows you to respond.

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.005

PostPosted: 31 May 2014, 20:20
by jmartus
Error report after downloading pics and starting a game.

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.005

PostPosted: 31 May 2014, 20:31
by drdev
jmartus wrote:Error report after downloading pics and starting a game.
Can you get me a copy of Forge\data\forge.log? Right now that error dialog doesn't quite work right to copy or save the stack trace.

Thanks.
-Dan

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 31 May 2014, 21:03
by drdev
So I just rolled out another new version (1.5.19.006) with some additional fixes and enhancements:

  • Fixed bug with text rendering on image downloader progress bar
  • Fixed bug where a black screen would sometimes occur if you left the app and came back, with a "Cannot initialize Forge more than once" error being logged.
  • Added settings for hiding match background image and different card overlays
  • Fixed so selected tab and scroll position on settings screen is remembered when you leave and come back.
  • Simplified prompt for declaring blockers, made it auto-select an attacker to start with instead of having to tap one, and made it so tapping a card that's currently blocking the selected attacker will undeclare that block.

Let me know if there's anything more I can do to improve the UI for combat. I have some ideas, but I'm curious to hear others.

Thanks.
-Dan

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.005

PostPosted: 31 May 2014, 21:42
by drdev
timmermac wrote:I am now able to download lq set pics, but it is veeeeeeeeeeeeery slow. It's going to take 9-12 hours to download, according to my phone.
That's nothing, my tablet is currently showing 250 hours to download just the single LQ pic per card. It's at 6/14220 after several minutes.

Mind you this tablet has been having a really hard time connecting to the internet recently, so I wouldn't read much into that. It's just funny to see that number being shown on the progress bar.

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 31 May 2014, 22:04
by 5enza
In addition to the game crashing when assigning damage by attackers with Trample, I've also found a similar bug with Divvy cards (Truth or Tale, Do or Die, etc) When selecting a pile the screen graphics become corrupt and the app must be restarted.

Error in forge.log for Divvy card crash-
EDT> java.lang.NullPointerException
at forge.card.CardRenderer.getCardArt(CardRenderer.java:185)
at forge.card.CardRenderer.getCardArt(CardRenderer.java:179)
at forge.card.CardRenderer.drawCardListItem(CardRenderer.java:209)
at forge.toolbox.ListChooser$CardItemRenderer.drawValue(ListChooser.java:286)
at forge.toolbox.ListChooser$ChoiceList$1.drawValue(ListChooser.java:407)
at forge.toolbox.FList.draw(FList.java:190)
at forge.Forge$Graphics.draw(Forge.java:645)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.Forge$Graphics.draw(Forge.java:645)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.Forge.render(Forge.java:214)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:499)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1523)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
Error in forge.log for Trample damage crash-
EDT > java.lang.NullPointerException
at com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(SpriteBatch.java:1151)
at com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(SpriteBatch.java:644)
at forge.Forge$Graphics.drawImage(Forge.java:901)
at forge.card.CardRenderer.drawCardWithOverlays(CardRenderer.java:382)
at forge.toolbox.FCardPanel.draw(FCardPanel.java:94)
at forge.Forge$Graphics.draw(Forge.java:609)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.Forge$Graphics.draw(Forge.java:609)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.toolbox.FScrollPane.draw(FScrollPane.java:274)
at forge.Forge$Graphics.draw(Forge.java:609)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.Forge.render(Forge.java:178)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:499)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1523)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 31 May 2014, 22:16
by jmartus
Yeah here the log report for the errors i keep getting. Attached.

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 01 Jun 2014, 01:12
by tonetisd
5enza wrote:In addition to the game crashing when assigning damage by attackers with Trample, I've also found a similar bug with Divvy cards (Truth or Tale, Do or Die, etc) When selecting a pile the screen graphics become corrupt and the app must be restarted.

Error in forge.log for Divvy card crash-
EDT> java.lang.NullPointerException
at forge.card.CardRenderer.getCardArt(CardRenderer.java:185)
at forge.card.CardRenderer.getCardArt(CardRenderer.java:179)
at forge.card.CardRenderer.drawCardListItem(CardRenderer.java:209)
at forge.toolbox.ListChooser$CardItemRenderer.drawValue(ListChooser.java:286)
at forge.toolbox.ListChooser$ChoiceList$1.drawValue(ListChooser.java:407)
at forge.toolbox.FList.draw(FList.java:190)
at forge.Forge$Graphics.draw(Forge.java:645)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.Forge$Graphics.draw(Forge.java:645)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.Forge.render(Forge.java:214)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:499)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1523)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
Error in forge.log for Trample damage crash-
EDT > java.lang.NullPointerException
at com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(SpriteBatch.java:1151)
at com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(SpriteBatch.java:644)
at forge.Forge$Graphics.drawImage(Forge.java:901)
at forge.card.CardRenderer.drawCardWithOverlays(CardRenderer.java:382)
at forge.toolbox.FCardPanel.draw(FCardPanel.java:94)
at forge.Forge$Graphics.draw(Forge.java:609)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.Forge$Graphics.draw(Forge.java:609)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.toolbox.FScrollPane.draw(FScrollPane.java:274)
at forge.Forge$Graphics.draw(Forge.java:609)
at forge.toolbox.FContainer.draw(FContainer.java:45)
at forge.Forge.render(Forge.java:178)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:499)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1523)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
I second that. There is something wrong with trample mechanics

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 01 Jun 2014, 01:39
by drdev
So I've made an improvement to the hand area so that it's far less likely that you'll need to scroll to see all the cards in your hand. How it now will work is that cards will overlap in your hand if there isn't room for all of them. However, you'll be able to press or pan with your finger to make cards move to the top. Also, if cards would need to overlap such that more than half of any given card would be hidden, the cards will be spread out and horizontal scrolling will be used instead. In practice, 6-7 cards are usually visible without overlap, so 12-14 will be able to overlap before horizontal scrolling is needed.

Here's an idea of what this will look like.

HandOverlap.png

Let me know what you think.

Thanks.
-Dan

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 01 Jun 2014, 02:26
by friarsol
Here's some brief observations from my first few matches:

First game doesn't have a default player name of the Forge user. My Play or draw dialog says " , you have won the coin toss..." and my Pass Priority Dialog says Turn ()

The End Turn on the Pass Priority dialog is extremely handy. Although Ending Turn doesn't seem to bypass my declare attackers step, and then once I hit OK in this step the end turn process continues but that dialog stays on the screen as I skip through steps, looking a bit confusing. (I wouldn't be surprised if this is potentially a generic issue of the end turn process.)

I guess a Feature Request along this light for both Desktop and Android (sorry for breaking the rules, it's just on my mind since you've added the button). When the stack isn't empty the "End Turn" button should be a "Pass Priority Until Stack is Empty" button. I think this would be the same idea as "End Turn" where as long as nothing else enters the stack, priority would be passed. Of course, that's too long a name for Mobile.

I was playing as Starfire 3, and the Stack popping open in the middle of multiple triggers going on the stack (as I was choosing targets) was extremely time consuming, and annoying as a user. I think I had like 12 triggers on the stack at one time, due to chaining -1/-1 counters at one point. [FYI, this trigger chaining was due to Blowfly Infestation and Midnight Banshee. I think I had two of each in play, and the AI had like 6 creatures in play at the start of my upkeep.] So it was basically like.. 6 creatures in play, 2 Banshee triggers on the stack (no targets). First trigger resolves, 2 creatures die, 4 more triggers go on the stack, each one needing a target. Stack opens as each trigger goes on the stack, then I need to close it, since it pretty much takes over the whole battlefield. Multiply that by 4. And then do that 6 more times as each creature dies to the Infestation trigger.

While in general, opening the stack when something new goes on is good and makes sense. But I'd much prefer to see the stack only open at the end of multiple triggers going to the stack and needing targets.

Overall things are looking great, so kudos on all the hard work Dan.

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 01 Jun 2014, 04:12
by drdev
I figured out the trample bug in the assign damage dialog. The problem was it was trying to render an image for the defending player as though it was a card. I refactored the code and now it works properly. Here's an idea of what it will look like:

AssignTrampleDamage.png

The other issue with Divvy cards was not related to the trample bug, but was simply the result of card art not being able to be generated for a specific card for some reason. I added code to prevent crashing in such an instance.

Thanks to those who reported these issues.
-Dan

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 01 Jun 2014, 04:25
by drdev
jmartus wrote:Yeah here the log report for the errors i keep getting. Attached.
From the log, it looks like the card image for Aven Fisher is corrupted somehow or in some format that libgdx can't read. Can you see if anything looks fishy about that card's image file?

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 01 Jun 2014, 12:50
by jmartus
Screenshot_2014-06-01-08-45-24.png
Screenshot_2014-06-01-08-48-29.png
Pic of Avan fisher properties
Everything looks OK I upload properties and a pic of the card.

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 01 Jun 2014, 13:06
by timmermac
First attempt at downloading card pics resulted in ~500 byte files that aren't recognized as pictures. Attempting again.

Re: Forge Android App: 05-31-2014 Alpha 1.5.19.006

PostPosted: 01 Jun 2014, 16:51
by drdev
I've gone ahead and updated it so poison counters display next to a player's avatar and under their life total if they've received any. I set it up to use the life and poison icons to differentiate the two numbers. If a player hasn't received poison counters, the life total will still display in larger font without the life icon as before.

PoisonCounters.png