UI update, prep for round 2: In-game UI feature requests
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Re: UI update, prep for round 2: In-game UI feature requests
by timmermac » 04 Oct 2011, 19:06
Isn't it that way already?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.
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Re: UI update, prep for round 2: In-game UI feature requests
by 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
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
Re: UI update, prep for round 2: In-game UI feature requests
by 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.
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.
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Re: UI update, prep for round 2: In-game UI feature requests
by 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.
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Re: UI update, prep for round 2: In-game UI feature requests
by Doublestrike » 05 Oct 2011, 04:43
If I had a nickel for every time I heard that...moomarc wrote:Just an extra area
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.
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Re: UI update, prep for round 2: In-game UI feature requests
by moomarc » 05 Oct 2011, 06:42
Glad its useful already. And I'm more than willing to help out with any customization you need from me.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.
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Re: UI update, prep for round 2: In-game UI feature requests
by 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
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Re: UI update, prep for round 2: In-game UI feature requests
by 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.
Re: UI update, prep for round 2: In-game UI feature requests
by delirimouse » 05 Oct 2011, 21:28
I would love this!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?
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Re: UI update, prep for round 2: In-game UI feature requests
by moomarc » 06 Oct 2011, 08:24
+1 Stack tooltip
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Re: UI update, prep for round 2: In-game UI feature requests
by Sloth » 06 Oct 2011, 14:28
This was really easy. Check out 10967.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?
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Re: UI update, prep for round 2: In-game UI feature requests
by Max mtg » 06 Oct 2011, 14:59
That's great! (but didn't work with myrs recenty)Sloth wrote:This was really easy. Check out 10967.
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.
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Re: UI update, prep for round 2: In-game UI feature requests
by Sloth » 06 Oct 2011, 16:29
Good catch Max. Animated lands will now always be moved to the front row and never stack.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.
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Re: UI update, prep for round 2: In-game UI feature requests
by 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.
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.
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Re: UI update, prep for round 2: In-game UI feature requests
by jeffwadsworth » 06 Oct 2011, 16:53
I had to restrain myself from trying to finish you. Haha. That would definitely have to be an OPTION.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.
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