It is currently 01 Nov 2025, 20:36
   
Text Size

UI update, prep for round 2: In-game UI feature requests

Post MTG Forge Related Programming Questions Here

Moderators: timmermac, Agetian, friarsol, Blacksmith, KrazyTheFox, CCGHQ Admins

Re: UI update, prep for round 2: In-game UI feature requests

Postby timmermac » 04 Oct 2011, 19:06

Rob Cashwalker wrote:Graphically display combat (arrows) instead of the text-list.. goes along with #2.
Spells on the stack should be roll-over sensitive for display.
Isn't it that way already?
"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
User avatar
timmermac
Tester
 
Posts: 1512
Joined: 17 May 2010, 20:36
Has thanked: 18 times
Been thanked: 95 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby Jaedayr » 04 Oct 2011, 19:50

All good suggestions, here are some more for consideration.

Trying to quickly find tokens, planeswalkers and emblems is confusing. They seem to be positioned randomly on the battlefield. When I have tokens on the left and a planeswalker on the right and I cast a different token, it sometimes ends up on the right of the planeswalker, sometimes below it. At the player top of the battlefield are normal creature, at the bottom are lands. Can tokens, planeswalkers and emblems be ordered in between in some way that they consistently appear in the same order?

For combat, is it possible to temp move the defender to overlay the attacker they are blocking, offset so both P/T are still visible?

+1 for game log
+1 for phase bar/visibility
+1 manapool to UI
Jaedayr
Tester
 
Posts: 523
Joined: 08 Jul 2010, 00:06
Has thanked: 16 times
Been thanked: 13 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby moomarc » 04 Oct 2011, 20:15

+1 to new logical grouping of elements on the battlefield by type

And Hellfish was right in interpreting the commander zone. Just an extra area that can hold some cards but be hidden when not in use.
-Marc
User avatar
moomarc
Pixel Commander
 
Posts: 2091
Joined: 04 Jun 2010, 15:22
Location: Johannesburg, South Africa
Has thanked: 371 times
Been thanked: 372 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby slapshot5 » 05 Oct 2011, 02:10

Find some way to display description on the stack so I don't have to scroll right to read the whole description.

-slapshot5
slapshot5
Programmer
 
Posts: 1391
Joined: 03 Jan 2010, 17:47
Location: Mac OS X
Has thanked: 25 times
Been thanked: 68 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby Doublestrike » 05 Oct 2011, 04:43

moomarc wrote:Just an extra area
If I had a nickel for every time I heard that... :D Just kidding.

Yep, it's on the list. BTW your texture is already being put to good use in my testing. Unfortunately it looks like rounded corners and tiled images don't get along, so there may be some custom editing down the line.
---
A joke is a very serious thing.
User avatar
Doublestrike
UI Programmer
 
Posts: 715
Joined: 08 Aug 2011, 09:07
Location: Bali
Has thanked: 183 times
Been thanked: 161 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby moomarc » 05 Oct 2011, 06:42

Doublestrike wrote:BTW your texture is already being put to good use in my testing. Unfortunately it looks like rounded corners and tiled images don't get along, so there may be some custom editing down the line.
Glad its useful already. And I'm more than willing to help out with any customization you need from me.
-Marc
User avatar
moomarc
Pixel Commander
 
Posts: 2091
Joined: 04 Jun 2010, 15:22
Location: Johannesburg, South Africa
Has thanked: 371 times
Been thanked: 372 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby ArsenalNut » 05 Oct 2011, 18:30

I was playing around with the "Endless Zombies" deck that was posted in the Daily MTG article today. It used Endless Ranks of the Dead so it was producing zombie tokens every turn. After a while it was painful to figure which Zombie tokens had summoning sickness and which did not. Could the stacks of creatures be separated between those with and without summoning sickness?
So many cards, so little time
User avatar
ArsenalNut
 
Posts: 512
Joined: 08 Jul 2011, 03:49
Has thanked: 27 times
Been thanked: 121 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby Jaedayr » 05 Oct 2011, 21:12

Another request for in-game UI. Could tokens with different P/T be put into different stacks? For example, I have 1/1 tokens in play and use Ajani(?) ability to add a +1/+1 counter to all my creatures. Next turn I create more of the same kind of tokens and now I have both 1/1 and 2/2 in the same stack.
Jaedayr
Tester
 
Posts: 523
Joined: 08 Jul 2010, 00:06
Has thanked: 16 times
Been thanked: 13 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby delirimouse » 05 Oct 2011, 21:28

ArsenalNut wrote:I was playing around with the "Endless Zombies" deck that was posted in the Daily MTG article today. It used Endless Ranks of the Dead so it was producing zombie tokens every turn. After a while it was painful to figure which Zombie tokens had summoning sickness and which did not. Could the stacks of creatures be separated between those with and without summoning sickness?
I would love this!
delirimouse
 
Posts: 39
Joined: 30 Aug 2011, 23:33
Has thanked: 0 time
Been thanked: 3 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby moomarc » 06 Oct 2011, 08:24

+1 Stack tooltip
-Marc
User avatar
moomarc
Pixel Commander
 
Posts: 2091
Joined: 04 Jun 2010, 15:22
Location: Johannesburg, South Africa
Has thanked: 371 times
Been thanked: 372 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby Sloth » 06 Oct 2011, 14:28

ArsenalNut wrote:I was playing around with the "Endless Zombies" deck that was posted in the Daily MTG article today. It used Endless Ranks of the Dead so it was producing zombie tokens every turn. After a while it was painful to figure which Zombie tokens had summoning sickness and which did not. Could the stacks of creatures be separated between those with and without summoning sickness?
This was really easy. Check out 10967.
User avatar
Sloth
Programmer
 
Posts: 3498
Joined: 23 Jun 2009, 19:40
Has thanked: 125 times
Been thanked: 507 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby Max mtg » 06 Oct 2011, 14:59

Sloth wrote:This was really easy. Check out 10967.
That's great! (but didn't work with myrs recenty)

Would you please also arrange into separate piles animated and non-animated lands?
Example: I have 2 inkmoth nexuses, use one to pay for another's animation, tap the first one to attack. This ends up in a picture where the attacking nexus is hidden behind the one that gave me mana.
Single class for single responsibility.
Max mtg
Programmer
 
Posts: 1997
Joined: 02 Jul 2011, 14:26
Has thanked: 173 times
Been thanked: 334 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby Sloth » 06 Oct 2011, 16:29

Max mtg wrote:Would you please also arrange into separate piles animated and non-animated lands?
Example: I have 2 inkmoth nexuses, use one to pay for another's animation, tap the first one to attack. This ends up in a picture where the attacking nexus is hidden behind the one that gave me mana.
Good catch Max. Animated lands will now always be moved to the front row and never stack.
User avatar
Sloth
Programmer
 
Posts: 3498
Joined: 23 Jun 2009, 19:40
Has thanked: 125 times
Been thanked: 507 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby moomarc » 06 Oct 2011, 16:47

Don't kill me for this idea, but I'd love it if the ai's cards were upside-down so that it feels more like a real game.

I'd also like to see the ai and human cards on the battlefield scale together.

Ideally these would be merged as one and there would be one communal battlefield instead of the current split one. It would make indicating card interaction between the two sides much easier as well.
-Marc
User avatar
moomarc
Pixel Commander
 
Posts: 2091
Joined: 04 Jun 2010, 15:22
Location: Johannesburg, South Africa
Has thanked: 371 times
Been thanked: 372 times

Re: UI update, prep for round 2: In-game UI feature requests

Postby jeffwadsworth » 06 Oct 2011, 16:53

moomarc wrote:Don't kill me for this idea, but I'd love it if the ai's cards were upside-down so that it feels more like a real game.
I had to restrain myself from trying to finish you. Haha. That would definitely have to be an OPTION.
jeffwadsworth
Super Tester Elite
 
Posts: 1172
Joined: 20 Oct 2010, 04:47
Location: USA
Has thanked: 287 times
Been thanked: 70 times

PreviousNext

Return to Developer's Corner

Who is online

Users browsing this forum: No registered users and 18 guests

Main Menu

User Menu

Our Partners


Who is online

In total there are 18 users online :: 0 registered, 0 hidden and 18 guests (based on users active over the past 10 minutes)
Most users ever online was 9298 on 10 Oct 2025, 12:54

Users browsing this forum: No registered users and 18 guests

Login Form