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Forge Android App

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Re: Forge Android App

Postby squee1968 » 23 Apr 2014, 17:03

It looks like you just reduced the font size, and trimmed a little of the padding. It does look better and you added 2 cards to the list. I just don't like seeing all that padding between the names go to waste. A compromise. Remove all the padding, but return the font to its former size (or even a little bit larger, if you're concerned about mistakes). I'm also concerned about that because, as I've mentioned before, I have fat fingers, and don't want to have to resort to using a stylus all the time. What about the full screen idea? This would mean even more space to work with.
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Re: Forge Android App

Postby drdev » 23 Apr 2014, 20:14

@squee1968 - I didn't reduce the font size any. I just reduced the padding a little bit and increased the max-height. If you're worried about fat fingers, why would you want me to remove the padding? That will make it much harder to tap an item precisely. The font-size has nothing to do with the item height. I control both individually. Are you having a hard time reading it at this size?

As for making the dialog any taller, I don't really see the point. I don't want the prompt to get hidden as it could be relevant to what you pick, and you can just scroll if you need to see more items. Besides, the desktop game only shows like 10 items at a time, so how is this any worse?
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Re: Forge Android App

Postby friarsol » 23 Apr 2014, 21:23

I think my concern for this is not knowing what the host card is. (This is a similar to one I've seen brought up on Forge proper which we kind of cheat to get around by displaying the host card in the card detail panel before you select the first thing). But here it doesn't seem like there's a way to see what I'm Naming a Card for. Naming a card for Pithing Needle is much different than naming one for Demonic Consultation. That's not a great example, since you'd be doing those things pretty shortly after casting, but if there's multiple triggers hitting the stack simultaneously, it might matter more.
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Re: Forge Android App

Postby drdev » 23 Apr 2014, 23:41

friarsol wrote:I think my concern for this is not knowing what the host card is. (This is a similar to one I've seen brought up on Forge proper which we kind of cheat to get around by displaying the host card in the card detail panel before you select the first thing). But here it doesn't seem like there's a way to see what I'm Naming a Card for. Naming a card for Pithing Needle is much different than naming one for Demonic Consultation. That's not a great example, since you'd be doing those things pretty shortly after casting, but if there's multiple triggers hitting the stack simultaneously, it might matter more.
Couldn't we just improve the dialog title then? Alternatively, update the prompt message before showing the dialog.
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Re: Forge Android App

Postby friarsol » 24 Apr 2014, 12:18

drdev wrote:Couldn't we just improve the dialog title then? Alternatively, update the prompt message before showing the dialog.
Dialog titles may be long, and not all players know what the cards do based on just a name, or perhaps it matters which specific card is firing the dialog. Updating the prompt is probably better, but that's not really a user-friendly long term decision.
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Re: Forge Android App

Postby drdev » 24 Apr 2014, 14:39

friarsol wrote:
drdev wrote:Couldn't we just improve the dialog title then? Alternatively, update the prompt message before showing the dialog.
Dialog titles may be long, and not all players know what the cards do based on just a name, or perhaps it matters which specific card is firing the dialog. Updating the prompt is probably better, but that's not really a user-friendly long term decision.
Question though, won't the effect that opens the dialog still be present on the stack while the dialog is open? If that's the case, it'd be pretty simple to move the dialog out of the way and see the stack effect, which should show the thumbnail of the card and the effect you're picking a card for. In fact, for the mobile game, about half of the top stack item should automatically be visible behind the dialog at the maximum size.

If this is not the case for the stack, maybe it should be.
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Re: Forge Android App

Postby friarsol » 24 Apr 2014, 15:14

drdev wrote:Question though, won't the effect that opens the dialog still be present on the stack while the dialog is open? If that's the case, it'd be pretty simple to move the dialog out of the way and see the stack effect, which should show the thumbnail of the card and the effect you're picking a card for. In fact, for the mobile game, about half of the top stack item should automatically be visible behind the dialog at the maximum size.

If this is not the case for the stack, maybe it should be.
It would still be on the stack in most circumstances, unless it's a static effect (Alloy Golem, Caged Sun, etc). Mostly, I want to make sure there's a way to view the (full) host card simultaneously with choosing things that card wants chosen. As I mentioned, we the cheat the way we do it now for Desktop Forge, so it would be good if there was a way to streamline the process in the mobile mode. Temporarily hiding the dialog to see the host card would certainly be an acceptable solution.
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Re: Forge Android App

Postby drdev » 26 Apr 2014, 03:44

So you may have noticed I didn't post a card details screenshot for an artifact, land, 3+ color card, or face down card. That's because I was waiting until I had mana symbols rendering in the card text, which I'm excited to share that I now do.

CardDetails2.png

Let me know what you think of these colors, the size of the mana symbols in the text, and how I handled rendering reminder text (grayed out since I can't do italics). Everything can be easily tweaked if needed.

Here's another screenshot showcasing mana symbols rendered in the prompt and the card options overlay:

ManaCostPaymentSymbols.png

Thanks.
-Dan
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Re: Forge Android App

Postby drdev » 27 Apr 2014, 00:24

I've spent some time improving the display of decks in DeckManagers. Rather than do columns, which there isn't really room for, I went with a three line display that's easier to tap and looks good.

DeckChooser2.png

As part of this, I added a new stat calculation for decks which determines the highest rarity card present in the deck and uses that to determine the background for the deck edition/set code. This can be used to differentiate Pauper (all commons) and Peasant (all commons/uncommons), or see which decks contain Mythics and Special cards.

Note that without columns, I will have to come up with another way to configure sorting. I'll let you know what I have that working, but meanwhile I'm curious to hear what you think of this display.

Thanks.
-Dan
Last edited by drdev on 07 May 2014, 18:46, edited 1 time in total.
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Re: Forge Android App

Postby drdev » 28 Apr 2014, 02:20

I've now got a better view for decks lists put together. Included in each row is an approximate extraction of each card's art, as well as a nicer view of the card details. As with the DeckManager, there are no columns, and sorting will be implemented a different way.

DeckList.png

I made it so if you tap on the art part of the row, it brings up the zoom/details view for the card, as shown in the second and third screenshots. This way you can view the full card image or card details more easily.

Let me know what you think.

Thanks.
-Dan
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Re: Forge Android App

Postby Agetian » 28 Apr 2014, 09:00

Looks great, Dan! Mobile Forge is coming along very nicely, I like what I'm seeing very much!

- Agetian
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Re: Forge Android App

Postby drdev » 03 May 2014, 21:21

So an update on the stack. I've added the context menu for choosing to automatically choose Yes or No for an optional trigger, along with the ability to show the zoom/details for the source card.

StackOptions.png

Note that if it's not an optional trigger, tapping on the stack item will just automatically show the zoom/details for the source card without showing a context menu first.
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Re: Forge Android App

Postby drdev » 04 May 2014, 01:14

I've decided to update ListChooser to support special rendering for cards. Specifically, they will display using the same logic used for CardManagers in the deck viewer/editor, meaning that the card info and art will display on each item in the list, and tapping the art will allow viewing the zoom/details for the card.

CardChooser.png

I realize that this means fewer cards can display at a time and scrolling through the list may be a bit slower, but I think the advantage of being able to see more information for each card makes it worth it. Does this work for everyone?

Thanks.
-Dan
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Re: Forge Android App

Postby drdev » 04 May 2014, 04:16

I went ahead and added support for another custom ListChooser for players:

PlayerChooser.png

As you can see, in addition to the player's name, the avatar and life total are both shown, which can help you differentiate between the players better.

Any other object types worth adding custom ListChooser rendering for?
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Re: Forge Android App

Postby drdev » 04 May 2014, 16:29

I've finished implementing the DualListBox dialog for ordering cards and SpellAbilities. Inline with the support I added for rendering cards in ListChooser, I added similar support for rendering Card and SpellAbility objects in DualListBox.

DualListBox.png

As with ListChooser, tapping on the card image will open up Zoom. This alleviates the problem with being unable to see the source card behind the dialog.

I realize there isn't space to show many items as a result of this, but is that a concern to anyone?

Thanks.
-Dan
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