Forge version 1.2.15
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Re: Forge version 1.2.15
by WompWomp » 29 Sep 2012, 22:26
Thanks. I have to admit I was gratified to see that I wasn't the only person using that skin when I saw the screenshot you posted. Would it be immensely complicated to add a couple more color swatches (or whatever you want to call them) to the sprite sheet and draw the shape of the button a second time to create a shadow? That's really all the buttons in Firebloom are.Doublestrike wrote:The button styles were grandfathered in from the transitional UI that Rob had started with moomarc. They're used in the Prompt panel, and the win/lose screen, but yeah not much else. They're good though (I really like the Firebloom one) so maybe I can incorporate them to solve the "buttons not looking like buttons" problem above. Or someone else can, shouldn't be too tricky. The view and control is separated so just do some small surgery on a view class and it's all finished.
While I'm whining about button-related minutiae the radio buttons and check-boxes using the default appearance looks sort of wonky on some skins/some backgrounds/etc. For some reason the default radio button has this weird spiky edge on it.
Sure, done attached.Doublestrike wrote:Nit-picky is good. God is in the details. Actually, the texture file in the Firebloom skin already has the top edge burned. If you had time maybe you could un-burn the source image and re-commit? Or, post here, I'll commit. Not critical though
Re: Forge version 1.2.15
by Xitax » 30 Sep 2012, 05:21
YES! But don't forget that the wDoublestrike wrote:Okey doke, can do.
Actually, just had a brain wave - the dock button can toggle through the three options (none, mouseover, permanent). I'll change the tooltip to indicate.
Oh, and one super-amazing-game-changing idea - we should modify th
Re: Forge version 1.2.15
by Tranberry » 01 Oct 2012, 14:52
-- wrong post, please delete 

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Re: Forge version 1.2.15
by Chris H. » 03 Oct 2012, 12:02
Chris H. wrote:Tentative release target date: Friday October 5th or possibly Monday the 8th. The Return to Ravnica prerelease will be on September the 29th and we need to give us some time to get the forge project up to date.
Is everyone OK with a Friday October 5th release date?
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Re: Forge version 1.2.15
by RumbleBBU » 04 Oct 2012, 10:38
FWIW, my opinion: go with it.
I'm currently working on the "limited Quest mode" and making some nice progress (now that I've finally figured out the XStream marshalling/unmarshalling stuff in QuestDataIO.java and got it working!) and it would probably be best to get the beta out before I start committing any of that stuff, i.e. the sooner, the better.
Unfortunately, I haven't had the time to build the Cubes for the "Guild Sealed Deck" mode...but the new RtR cards ought to keep players happy for a while, anyway.
I'm currently working on the "limited Quest mode" and making some nice progress (now that I've finally figured out the XStream marshalling/unmarshalling stuff in QuestDataIO.java and got it working!) and it would probably be best to get the beta out before I start committing any of that stuff, i.e. the sooner, the better.
Unfortunately, I haven't had the time to build the Cubes for the "Guild Sealed Deck" mode...but the new RtR cards ought to keep players happy for a while, anyway.

Re: Forge version 1.2.15
by Max mtg » 04 Oct 2012, 11:02
I have also some stuff to commit (for instance: newGame routine refactored for possible multiplayer). Unfortunatelly that brings a bug: (I don't see opponent's icon any longer in match UI) - so, the sooner the beta is released, the better.Chris H. wrote:Is everyone OK with a Friday October 5th release date?
As for me, releasing tomorrow is fine, doing so today is even better.
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Re: Forge version 1.2.15
by Doublestrike » 05 Oct 2012, 00:22
Nope, not too hard. There's some nice custom buttons in some skins though, like Dark Ascension...anyway when I get around to this I'll bring it up again, not ready yet.WompWomp wrote:Would it be immensely complicated to add a couple more color swatches (or whatever you want to call them) to the sprite sheet and draw the shape of the button a second time to create a shadow?
Yeah, I noticed that too. It's from setOpaque(false), I think, which prevents a grey square from being drawn around it insteadFor some reason the default radio button has this weird spiky edge on it.

And...committed.Sure, done attached.
I'm sure plenty of folks are using Firebloom - it's one of the "cooler" skins, that is, lighter colors, and with 5000+ users there's gotta be someone


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Re: Forge version 1.2.15
by Doublestrike » 05 Oct 2012, 00:23
@friarsol - haven't gotten around to fixing multiple blockers UI, but it's still on the front burner, not forgotten. I'll try to get it in for the next release.
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Re: Forge version 1.2.15
by Tranberry » 05 Oct 2012, 09:41
How does the damage distribution dialog work?
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Re: Forge version 1.2.15
by friarsol » 05 Oct 2012, 13:24
Damage Distribution Quick GuideTranberry wrote:How does the damage distribution dialog work?
The "cards" that are shown are the card dealing damage ("damage assigner"), and the card that is actively receiving damage ("active combatant"). There is also a listbox for the remaining combatants. And a few buttons. When this box pops up, the active combatant receiving damage is dealt lethal damage (this may be 0) by the damage assigner.
You have three buttons underneath that control the whole box. Clicking on the Listbox will only show you the combatant you click on, it does nothing to control the box.
You may: assign 1 damage at a time to the active combatant, assign the remaining damage to the active combatant, or goto the next combatant.
Example:
I attack with a 4/4 Elvish Bard with Trample. My opponent blocks with a Savannah Lions and Squire (because he has to). I order the Lions first and Squire second after declare blockers. Nothing interesting happens before Assign Damage. So the popup comes up. Since the Bard has trample the defending object is also listed in the box (In this case, my opponent)
My Bard can deal 4 total damage, and the Lions has already received Lethal Damage (1). This means I can assign more to it, if I want (maybe if they have an effect to prevent some damage) or I can goto the next one. I click Next, and move to the next combatant (Squire). Now that I've moved to a new combatant, the dialog assigns Lethal damage to it (2) and allows me to assign more to it, or move onto the Next combatant. Since I want to be able to trample one damage to my Opponent, I click next again.
Now, the Dialog realizes that there is only one combatant left to deal damage to, so deals the remaining damage to that combatant. This is true whether it has Trample or not. If there is any damage left over by the time it gets to the last combatant, all of it will automatically be assigned.
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