Forge version 1.2.16
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Re: Forge version 1.2.16
by moomarc » 22 Oct 2012, 08:36
Thanks Max! Some really amazing stuff been happening here while I've been catching up on work. So how far are we away from being able to implement Archenemy properly? Most of the Schemes are scriptable (as long as the various effect durations are still working, especially "Until your next turn...") so we just need to be able to see the active scheme (I think the Command zone is still in the code somewhere, just needs to be hooked up), and then the mechanism for actually drawing new schemes.Max mtg wrote:Now you may play against several AI opponents. It's like archenemy mode, except for you don't have schema cards.
But anyway, I tried a game for 4 players (see Doublestrike's multiplayer interface), so every Ai player plays lands and spells and attacks human.
There might be some bugs in blocker assignment input presentation yet - I am working on that.
Then if we get those elements working we'd also be pretty close to basic Planechase (although probably a bit more AI work needed for that format).
You guys are amazing though. Forge for the win!!
-Marc
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Re: Forge version 1.2.16
by Max mtg » 22 Oct 2012, 09:28
1. That's what I meant.RumbleBBU wrote:To be precise, all my quest mode mods (the whole 'enforced format quest' concept, custom formats, etc.) were added after the last beta, and will therefore be 'new' features in the next beta.
Speaking of which, it seems that the avatar pictures are working again (hooray! - although my AI/human icon selections seem to have swapped from original choices)
Sealed/Draft gauntlets are still not moving to the next round when you click "Next Round" (you still get to play against the first AI deck on all subsequent rounds).
2. They were stored in a strange fashion: human picture has index if 1, ai's had index of zero. I swapped them. Moreover, non-quest ai players will have both random names and icons from now.
3. You've got it fixed.
Then let's name it 1.3.0!Sloth wrote:But i think it won't just be a decent release, it will be a great one!
Unless mayor bugs will be found, a release on friday the 26th would be a good thing.
A good thing to add would be player's deck selection for "human vs N ai" mode. Hope, Doublestrike will find a chance to do so.
Schemas are not supported at all ATM. They are not considered permanents, so... I don't know how to make it better - maybe they should be implemented as another ingame class (not forge.Card)? Or still make them cards, but somehow untouched by effects applied to all permanents? Besides, the current AI is not aware of any other players except a single opponent, while they should collaborate to perform better.moomarc wrote:Thanks Max! Some really amazing stuff been happening here while I've been catching up on work. So how far are we away from being able to implement Archenemy properly? Most of the Schemes are scriptable (as long as the various effect durations are still working, especially "Until your next turn...") so we just need to be able to see the active scheme (I think the Command zone is still in the code somewhere, just needs to be hooked up), and then the mechanism for actually drawing new schemes.
Then if we get those elements working we'd also be pretty close to basic Planechase (although probably a bit more AI work needed for that format).
The command zone is already created along with hand, library and graveyard, but no cards have entered it.
That's a lot of work that someone might do... or not - depends on if we find a passionate person.
Yet speaking in general - yes, the pathways to implement Planechase and Commander matches are now open.
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Re: Forge version 1.2.16
by Diogenes » 22 Oct 2012, 11:13
Just tried this, and it's looking amazing. Congrats, guys. 
[edit: forgot this wasn't the bug reporting build, moving this section there. ^_^]
Also, and this is super minor, but would it be possible to make the default location of all AI opponents the upper battlefield? I really like the tabbed playfields, having all allied players grouped on the top or bottom might be more intuitive.
As for schemes, this might be totally stupid, but I've seen certain "until end of turn" effects implemented as untargetable emblems on the battlefield - wouldn't this work for those as well?
Again, you guys have been doing great work - not just on this milestone daily build, but overall. Thanks guys!
[edit: forgot this wasn't the bug reporting build, moving this section there. ^_^]
Also, and this is super minor, but would it be possible to make the default location of all AI opponents the upper battlefield? I really like the tabbed playfields, having all allied players grouped on the top or bottom might be more intuitive.
As for schemes, this might be totally stupid, but I've seen certain "until end of turn" effects implemented as untargetable emblems on the battlefield - wouldn't this work for those as well?
Again, you guys have been doing great work - not just on this milestone daily build, but overall. Thanks guys!
Re: Forge version 1.2.16
by friarsol » 22 Oct 2012, 14:01
Yea I think bumping up to 1.3 is a good idea. We can spend this week ironing out any bugs. I think it would be wise to put something in the Readme saying since Multiplayer is so new, not all cards will be 100% compatible right away as we expand scripting to handle multiple players.
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Re: Forge version 1.2.16
by Chris H. » 22 Oct 2012, 14:48
friarsol wrote:Yea I think bumping up to 1.3 is a good idea. We can spend this week ironing out any bugs. I think it would be wise to put something in the Readme saying since Multiplayer is so new, not all cards will be 100% compatible right away as we expand scripting to handle multiple players.
I added some more info to the changes.txt file. I too think that the 1.3 version number will be a good idea.
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Re: Forge version 1.2.16
by Max mtg » 22 Oct 2012, 15:10
So, have we agreed to release 1.3 on October, 26th?Chris H. wrote:
I added some more info to the changes.txt file. I too think that the 1.3 version number will be a good idea.
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Re: Forge version 1.2.16
by Chris H. » 22 Oct 2012, 15:44
Max mtg wrote:So, have we agreed to release 1.3 on October, 26th?
The 26th should be OK. We can then release 1.3.1 a week or two later with a few improvements and bug fixes.
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Re: Forge version 1.2.16
by moomarc » 22 Oct 2012, 16:30
In other words, continue as usualChris H. wrote:Max mtg wrote:So, have we agreed to release 1.3 on October, 26th?
The 26th should be OK. We can then release 1.3.1 a week or two later with a few improvements and bug fixes.
-Marc
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Re: Forge version 1.2.16
by PowerClaws » 26 Oct 2012, 13:44
Just a question, is the AI avatar choice in the settings menu being used for anything?Max mtg wrote:Moreover, non-quest ai players will have both random names and icons from now.
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Re: Forge version 1.2.16
by Max mtg » 26 Oct 2012, 14:17
I think it's not.PowerClaws wrote:Just a question, is the AI avatar choice in the settings menu being used for anything?Max mtg wrote:Moreover, non-quest ai players will have both random names and icons from now.
Only human player avatar works now.
I suggest to have ai avatar selection removed.
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