Forge Android App: 11-13-2016 Alpha 1.5.58.002
by mtgrares
Moderators: timmermac, friarsol, Blacksmith, KrazyTheFox, Agetian, CCGHQ Admins
Re: Forge Android App: 02-20-2016 Alpha 1.5.49.002
by Theicecube12 » 23 Feb 2016, 16:06
Hi I need some help,
I'm on android tablet and just recently downloaded forge. I opened the app and see the checking for updates screen, but that's all I saw. I sat there for about thirty min and the screen nevered change. So I close the app and reopened it and same thing happened. I try uninstall the app then reinstall it, but same thing happens. Any help or is there something else I have to do?
Thanks.
I'm on android tablet and just recently downloaded forge. I opened the app and see the checking for updates screen, but that's all I saw. I sat there for about thirty min and the screen nevered change. So I close the app and reopened it and same thing happened. I try uninstall the app then reinstall it, but same thing happens. Any help or is there something else I have to do?
Thanks.
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Re: Forge Android App: 01-30-2016 Alpha 1.5.49.001
by sesimo » 26 Feb 2016, 23:09
New update but the same issue. Game state attachedsesimo wrote:I just updated to the latest version but the bug remains the same as in the last 2 updates. The thing is Kiln Fiend and Nivix Cyclops pumping ability will trigger but invthe end they won't get any +3/+0 bonus nor Nivix Cyclop will lose defender
Thnx and keep it up!
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state.txt- (1.73 KiB) Downloaded 101 times
Re: Forge Android App: 02-20-2016 Alpha 1.5.49.002
by TheNyGuy » 05 Mar 2016, 17:01
Your work on this project is very impressive and I am grateful.
There is one minor thing, though, that would greatly improve the experience, but I am unsure of how easy it is to change. Forge puts all the images (cards and skins) in folders that show up in the Google Photos Device Folder list. This slows down the Google Photos app and makes it very cumbersome to find non-Forge related folders. Is there a way to prevent this?
There is one minor thing, though, that would greatly improve the experience, but I am unsure of how easy it is to change. Forge puts all the images (cards and skins) in folders that show up in the Google Photos Device Folder list. This slows down the Google Photos app and makes it very cumbersome to find non-Forge related folders. Is there a way to prevent this?
Re: Forge Android App: 02-20-2016 Alpha 1.5.49.002
by vinnie » 05 Mar 2016, 20:25
Today I also tried forge for android, WONDERFUL APP!
I have to compliment for the excellent work in the interface, I can't yet say whether it is possible to improve it but I really notice the great work behind.
I want to try to give a few small suggestions:
1) ability to disable automatic updates check in favour of manuals (to speed up the start of application)
2) When I play a card and click "auto" to pay its costs, if I cancel by clicking "undo" the mana paid is not untapped. Maybe it make senses to untap mana instead?
@Theicecube12: I found the server that contain the files very slow, to be able to download the 80 MB I had to do many tentative. Perhaps it might be handy to have the download link to take the files from pc.
@TheNyGuy: Maybe this is a problem of android Gallery, you should see if you can avoid automatic checking of all directory
I have to compliment for the excellent work in the interface, I can't yet say whether it is possible to improve it but I really notice the great work behind.
I want to try to give a few small suggestions:
1) ability to disable automatic updates check in favour of manuals (to speed up the start of application)
2) When I play a card and click "auto" to pay its costs, if I cancel by clicking "undo" the mana paid is not untapped. Maybe it make senses to untap mana instead?
@Theicecube12: I found the server that contain the files very slow, to be able to download the 80 MB I had to do many tentative. Perhaps it might be handy to have the download link to take the files from pc.
@TheNyGuy: Maybe this is a problem of android Gallery, you should see if you can avoid automatic checking of all directory
Re: Forge Android App: 02-20-2016 Alpha 1.5.49.002
by timmermac » 06 Mar 2016, 17:29
I'm really starting to have an issue with memory usage with the mobile version. I haven't been able to finish a match recently, because somewhere in the middle, the game will spontaneously exit out with no indication why in the log file. If it's because I need a phone or tablet with 2 gigs of RAM, then so be it. However, I've noticed through the years of playing this game, both desktop and mobile, that there is a persistent memory leak issue somewhere. Is there any way to program things so that memory usage is a constant figure, instead of something that keeps ramping up?
"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: 02-20-2016 Alpha 1.5.49.002
by FeeniX » 06 Mar 2016, 21:24
Hey Guys,
Forge crashed after I want to pressed on the button "new deck" in the Deck Editor...
Description: [describe what you were doing when the crash occurred]
Forge crashed after I want to pressed on the button "new deck" in the Deck Editor...
Description: [describe what you were doing when the crash occurred]
- ClassCastException | Open
- Code: Select all
Forge Version: 1.5.49.002
Operating System: Linux 3.4.0-gf2fa664 armv7l
Java Version: 0 The Android Project
java.lang.ClassCastException: forge.game.ability.AbilityApiBased cannot be cast to forge.game.spellability.AbilitySub
at forge.game.ability.AbilityFactory.getSubAbility(AbilityFactory.java:340)
at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:182)
at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:112)
at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:108)
at forge.game.card.CardFactoryUtil.addAbilityFactoryAbilities(CardFactoryUtil.java:2107)
at forge.game.card.CardFactory.buildAbilities(CardFactory.java:316)
at forge.game.card.CardFactory.getCard(CardFactory.java:262)
at forge.game.card.CardFactory.getCard(CardFactory.java:254)
at forge.game.card.Card.fromPaperCard(Card.java:6588)
at forge.game.card.Card.getCardForUi(Card.java:6596)
at forge.game.card.CardView.getCardForUi(CardView.java:40)
at forge.card.CardRenderer.drawCard(CardRenderer.java:281)
at forge.itemmanager.views.ImageView$ItemInfo.draw(ImageView.java:952)
at forge.itemmanager.views.ImageView$Group.draw(ImageView.java:837)
at forge.Graphics.draw(Graphics.java:144)
at forge.toolbox.FContainer.draw(FContainer.java:64)
at forge.toolbox.FScrollPane.draw(FScrollPane.java:312)
at forge.Graphics.draw(Graphics.java:144)
at forge.toolbox.FContainer.draw(FContainer.java:64)
at forge.Graphics.draw(Graphics.java:144)
at forge.toolbox.FContainer.draw(FContainer.java:64)
at forge.Graphics.draw(Graphics.java:144)
at forge.toolbox.FContainer.draw(FContainer.java:64)
at forge.screens.FScreen.draw(FScreen.java:164)
at forge.Forge.render(Forge.java:309)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:422)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1522)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1239)
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Re: Forge Android App: 02-20-2016 Alpha 1.5.49.002
by Vulgard » 09 Mar 2016, 12:30
Shoulder to Shoulder doesn't work. It only draws a card without Supporting.
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Re: Forge Android App: 02-20-2016 Alpha 1.5.49.002
by batcha » 09 Mar 2016, 13:33
I've been thinking about a chromecast Forge version, you only have your deck on your phone and the rest is on tv.
It's possible?
It's possible?
Re: Forge Android App: 02-20-2016 Alpha 1.5.49.002
by jtrowell » 10 Mar 2016, 10:54
Apologies if already answered, but is there a way in quest mode to see how many cards you are missing from each set ?
In the desktop version, when going to the shop we have the nice percentage of the set that you own in the Qantity column for boosters/starters/fat/packs/booster boxes. There is also the possibility of listing a set in the library and ordering by owned cards to see which ones are missing.
Currently I have a long quest game where I already own several tens of thousands cards, but I don't even know which set I might have already completed or not. Did I miss something ?
Thanks in advance for any answer.
In the desktop version, when going to the shop we have the nice percentage of the set that you own in the Qantity column for boosters/starters/fat/packs/booster boxes. There is also the possibility of listing a set in the library and ordering by owned cards to see which ones are missing.
Currently I have a long quest game where I already own several tens of thousands cards, but I don't even know which set I might have already completed or not. Did I miss something ?
Thanks in advance for any answer.
Re: Forge Android App: 02-20-2016 Alpha 1.5.49.002
by drdev » 11 Mar 2016, 00:48
I'd have to look into it, but I don't see why not. It would likely require us getting the LAN play working first though so the interface could be sent over your local network. Particularly if you wanted to play against another person. Cool idea though.batcha wrote:I've been thinking about a chromecast Forge version, you only have your deck on your phone and the rest is on tv.
It's possible?
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Re: Forge Android App: 02-20-2016 Alpha 1.5.49.002
by timmermac » 13 Mar 2016, 01:44
Bug: Corrupt doesn't seem to function properly, at least for the AI. The damage part works, but the life gain doesn't. I'm posting it in Android because that's the version I'm playing.
"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: 03-14-2016 Alpha 1.5.50.001
by drdev » 14 Mar 2016, 06:28
I'm excited to finally announce the initial release of Planar Conquest with 1.5.50.001. Although it's still unfinished, it should now at least be playable, and anyone up for trying it out and providing feedback will be greatly appreciated.
At the moment, only 4 planes are available for starting on or planeswalking to, with more to come once decks can be built. The available planes right now are Alara, Ravnica, Tarkir, and Theros.
Since I hadn't yet revealed the final details on traveling between planes, here they are. As you conquer events for the first time, you receive a planeswalker emblem that appears on the event's square. These emblems can then be used to unlock planes to travel to on the Planeswalk screen, after which you can travel to that plane at no cost. The emblem cost to unlock additional planes increases each time you unlock one. Also note that will receive bonus emblems when you land on the green Planeswalk spot on the Chaos Wheel. Lastly, note that the emblems received per conquer, from the wheel, and the costs of the first and increase for additional planes are all configurable on the conquest Preferences screen.
Another thing I haven't previously finalized is how the new Planeswalker variant will work. Basically, it's just like Commander, except that you can pay for the cost with any color mana, allowing your Planeswalker to be played from the command zone regardless of your deck's colors. The Planeswalker you select to represent yourself on the plane map will automatically be chosen as your "commander" for such games regardless of your current commander/deck.
Thanks for the support that has led to this release. I hope everyone enjoys Planar Conquest.
-Dan
At the moment, only 4 planes are available for starting on or planeswalking to, with more to come once decks can be built. The available planes right now are Alara, Ravnica, Tarkir, and Theros.
Since I hadn't yet revealed the final details on traveling between planes, here they are. As you conquer events for the first time, you receive a planeswalker emblem that appears on the event's square. These emblems can then be used to unlock planes to travel to on the Planeswalk screen, after which you can travel to that plane at no cost. The emblem cost to unlock additional planes increases each time you unlock one. Also note that will receive bonus emblems when you land on the green Planeswalk spot on the Chaos Wheel. Lastly, note that the emblems received per conquer, from the wheel, and the costs of the first and increase for additional planes are all configurable on the conquest Preferences screen.
Another thing I haven't previously finalized is how the new Planeswalker variant will work. Basically, it's just like Commander, except that you can pay for the cost with any color mana, allowing your Planeswalker to be played from the command zone regardless of your deck's colors. The Planeswalker you select to represent yourself on the plane map will automatically be chosen as your "commander" for such games regardless of your current commander/deck.
Thanks for the support that has led to this release. I hope everyone enjoys Planar Conquest.
-Dan
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.001
by Agetian » 14 Mar 2016, 06:56
Thank you so much for your dedication to this project, Dan! I'll be happy to check out the new release as soon as I get a little bit more breathing room with the work I'm currently engaged in, and I'll provide my feedback as soon as I can! It'll be awesome to see this new game mode grow with time! Good luck! 
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.001
by Mitlan » 14 Mar 2016, 07:55
my app get stuck in loading fonts after the update, already uninstaled and reinstaled it, and also checked that it is on the phone memory and not in the SD D:
Re: Forge Android App: 03-14-2016 Alpha 1.5.50.001
by friarsol » 14 Mar 2016, 13:18
On the New Planar Conquest game screen, if you don't have an pictures, the "drawn" pictures aren't displayed in the dialog. If I long-click, it does draw them as expected.
Should the AEther allow me to select multiple colors to filter things more broadly? "Accept cards of any of these colors?" Or maybe have a filter with multicolor? "Allow all multicolor" would be the default state. Multicolor among multiple selected colors would probably be the most expensive, and potentially should scale based on how strong of a filter it is. No multicolor, should be scale in the same way I'd imagine? Maybe be a touch more expensive since it'll guarantee you a possible card for your deck.
The first two cards I AEthered for I couldn't actually use since they were multicolor with a color I wasn't using.
Also, it looks like you aren't updating the "NEW" property for the cards. When I create my new Conquest, all cards are NEW, which is fine. But after that first match they should be cleared, and cards i gain from the AEther should be marked as New when they unlock.
Should the AEther allow me to select multiple colors to filter things more broadly? "Accept cards of any of these colors?" Or maybe have a filter with multicolor? "Allow all multicolor" would be the default state. Multicolor among multiple selected colors would probably be the most expensive, and potentially should scale based on how strong of a filter it is. No multicolor, should be scale in the same way I'd imagine? Maybe be a touch more expensive since it'll guarantee you a possible card for your deck.
The first two cards I AEthered for I couldn't actually use since they were multicolor with a color I wasn't using.
Also, it looks like you aren't updating the "NEW" property for the cards. When I create my new Conquest, all cards are NEW, which is fine. But after that first match they should be cleared, and cards i gain from the AEther should be marked as New when they unlock.
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