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MTGForge 10/17 (unofficial BETA) version

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Re: MTGForge 10/17 (unofficial BETA) version

Postby pluckcitizen » 22 Oct 2009, 05:38

I don't know if this is a known bug. but there's a problem with Lava Flow.
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Re: MTGForge 10/17 (unofficial BETA) version

Postby Chris H. » 22 Oct 2009, 12:09

This messaged is aimed primarily at Dennis:


I really like the new filter options for the deck editor. In a message somewhere you mentioned that you had gone to a friends house and gained access to a Macbook. You commented on how the labels for the filter checkboxes were cut off with an ellipses.

I tried to find this particular message of yours in order to respond to it and I could not remember where I found your message. Sorry about that. :)

I looked through the deck editor file and found the section with the setBounds commands for these checkboxes. I added just enough pixels to the third (width) value to get all of the text displaying. Looks nice. :wink:

This is the code section from my Deck.editor.java file. I only changed the width value for those checkboxes with text that were clipped:

Code: Select all
        /**
         * Type filtering
         */
        Font f = new Font("Tahoma", Font.PLAIN, 10);
        landCheckBox.setBounds(340, 400, 54, 20);
        landCheckBox.setFont(f);
      landCheckBox.setOpaque(false);
      landCheckBox.addItemListener(new ItemListener() {
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      creatureCheckBox.setBounds(385, 400, 71, 20);
      creatureCheckBox.setFont(f);
      creatureCheckBox.setOpaque(false);
      creatureCheckBox.addItemListener(new ItemListener() {
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      sorceryCheckBox.setBounds(447, 400, 66, 20);
      sorceryCheckBox.setFont(f);
      sorceryCheckBox.setOpaque(false);
      sorceryCheckBox.addItemListener(new ItemListener() {
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      instantCheckBox.setBounds(505, 400, 64, 20);
      instantCheckBox.setFont(f);
      instantCheckBox.setOpaque(false);
      instantCheckBox.addItemListener(new ItemListener() {
         
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      planeswalkerCheckBox.setBounds(558, 400, 89, 20);
      planeswalkerCheckBox.setFont(f);
      planeswalkerCheckBox.setOpaque(false);
      planeswalkerCheckBox.addItemListener(new ItemListener() {
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      artifactCheckBox.setBounds(638, 400, 64, 20);
      artifactCheckBox.setFont(f);
      artifactCheckBox.setOpaque(false);
      artifactCheckBox.addItemListener(new ItemListener() {
         
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      enchantmentCheckBox.setBounds(692, 400, 80, 20);
      enchantmentCheckBox.setFont(f);
      enchantmentCheckBox.setOpaque(false);
      enchantmentCheckBox.addItemListener(new ItemListener() {
         
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
       
        /**
       * Color filtering
       */
      whiteCheckBox.setBounds(340, 430, 44, 20);
      whiteCheckBox.setOpaque(false);
      whiteCheckBox.addItemListener(new ItemListener() {
         
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      blueCheckBox.setBounds(380, 430, 42, 20);
      blueCheckBox.setOpaque(false);
      blueCheckBox.addItemListener(new ItemListener() {
         
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      blackCheckBox.setBounds(420, 430, 40, 20);
      blackCheckBox.setOpaque(false);
      blackCheckBox.addItemListener(new ItemListener() {
         
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      redCheckBox.setBounds(460, 430, 40, 20);
      redCheckBox.setOpaque(false);
      redCheckBox.addItemListener(new ItemListener() {
         
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      greenCheckBox.setBounds(500, 430, 42, 20);
      greenCheckBox.setOpaque(false);
      greenCheckBox.addItemListener(new ItemListener() {
         
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
      colorlessCheckBox.setBounds(540, 430, 42, 20);
      colorlessCheckBox.setOpaque(false);
      colorlessCheckBox.addItemListener(new ItemListener() {
         
         public void itemStateChanged(ItemEvent e) {
            updateDisplay();
         }
      });
`
below is a jpg picture of how this now looks on my Mac:

`
Attachments
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Re: MTGForge 10/17 (unofficial BETA) version

Postby DennisBergkamp » 22 Oct 2009, 16:01

Looks much better, I'll update it :)

By the way, Lava Flow should be fixed already next version.

And hmm, I'm not sure what's going on with the ArrayList<Command> list, what error do you get exactly ?
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Re: MTGForge 10/17 (unofficial BETA) version

Postby mtgrares » 22 Oct 2009, 20:23

The problem with this is that sometimes certain cards would overwrite other cards' commands. Adarkar Valkyrie for example, would do a c.setDestroy(Command) on a different card, and overwrite the card's current Destroy Command. Imagine the card targeted with this ability was Haunted Angel or a Symbiotic Elf, their original destroy commands never would have triggered.
Thanks Dennis for the explanation. Those cards that you mentioned were supposed to be "one-ofs" and I was just happy that I could stick into MTG Forge. It is like puting a square peg into a round hole (or vice versa), it works but it isn't pretty.

Obviously MTG Forge doesn't have an event system so I used Command objects (and the command pattern) to implement "comes into play" and "when this creature is destroyed". Some kind of event system probably would be better but more confusing. (I've never used an event system before even though I think I know how they should work.) I know Incantus has a event for practically everything, including when a card name or color changes.
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Re: MTGForge 10/17 (unofficial BETA) version

Postby mtgrares » 22 Oct 2009, 20:54

Nice deck editor improvements. I keep thinking about adding a search function to the deck editor. It would just be the word "search" with a textbox (just a square where a user can type anything) and two buttons (Search) and (Reset). Clicking search would search the card's name, type line, text and would show only the cards that matched. The reset button would show all cards.
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Re: MTGForge 10/17 (unofficial BETA) version

Postby silly freak » 22 Oct 2009, 21:59

searching shouldn't be too hard (well, besides fitting it into the GUI). I think there's a nice tutorial about filtering and sorting of tables in sun's java tutorials.

the deck editor is probably something i could work on. you know, dynamic layouting would save all these font problems. however, i'm currently coding a little on my own MtG. but i'll do it when I get lazy at that (again...)
___

where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
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Re: MTGForge 10/17 (unofficial BETA) version

Postby Resonantg » 28 Oct 2009, 16:06

I forgot to say; Great job guys, for the latest update. I'm having a lot of fun with the new cards and interfaces. Many great improvements.
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Re: MTGForge 10/17 (unofficial BETA) version

Postby Spawk » 28 Oct 2009, 19:37

Great update! Love the sortable deck editor... although it should show multiple color cards when selecting a single color. For example, when making a black or white deck the card "Unmake" is a good fit for both decks so should be shown when selecting either color. A search function sounds even better!

I have come accross some bugs though. I made a treefolk deck and was playing the "--Master-Memnarch" deck and noticed that while "Lignify" worked properly on "Memnarch", it would only apply the power/toughness stats to "Vedalken Archmage" and "Master of Etherium" and not remove the abilities. Also, "Reach of Branches" seemed to work the first couple of times in my first game, but I noticed stop working midway through a grueling match.

PS.
I noticed somewhere you mention that decks should be 40 cards, and I have been making ones closer to 60. Does this affect anything other than possibly slowing down the program?
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Re: MTGForge 10/17 (unofficial BETA) version

Postby DennisBergkamp » 28 Oct 2009, 19:48

Hm, Lignify is really buggy (in MTGForge it's also a sorcery, not an Aura), but it's a complicated card so it's hard to fix.

The 40 card thing is primarily aimed at quest mode, more cards shouldn't slow down the game, but it's much easier to build a strong 40 card deck than a 60 card deck in quest mode where the card pool is so limited.
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Re: MTGForge 10/17 (unofficial BETA) version

Postby Corwin72 » 28 Oct 2009, 20:12

What about 400-600 cards?
I mostly make singleton decks to play with that have really large deck size. I usually get a ton of system slowdown after about 2-2.5 games in forge.
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Re: MTGForge 10/17 (unofficial BETA) version

Postby mtgrares » 29 Oct 2009, 16:54

Slowdown is an unfortunate side effect of some of my early programming decision. (Global data, see AllZone object). The best answer right now is to just restart MTG Forge.

Those are huge decks. I have a hard enough time with the mana base of just NORMAL decks. You should post them on the deck forum to other people can use them. (In the deck editor select "Export Deck".)
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Zipped version

Postby mtgrares » 29 Oct 2009, 17:29

For us puny Windows users since zipped stuff is easier to use that rar. (I just like Winzip more than WinRar but I read that the latest version of Winzip supports rar files AND has scripting, yeah, it should save me time backing up my source code.)

(Deleted dead link, arg.)
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Re: MTGForge 10/17 (unofficial BETA) version

Postby Corwin72 » 29 Oct 2009, 19:50

I was so excited when I thought the download was a new build.
:(
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Re: MTGForge 10/17 (unofficial BETA) version

Postby DennisBergkamp » 29 Oct 2009, 20:33

New version should be out soon (next few days), just finalizing a few loose ends...
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Re: MTGForge 10/17 (unofficial BETA) version

Postby Corwin72 » 29 Oct 2009, 21:07

Thanks!
You guys are awesome.
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