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Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 04 Oct 2011, 03:27
by Doublestrike
@moomarc - cheers thanks! I can improve the graphics now that everything's ship-shape (more or less).

@Chris H re: pen stroke - thanks for the quick info, really good to know.

@Jaedyr re: individual releases - keep the dream alive, it's becoming more possible!

@friarsol - at higher difficulty levels, if I recall correctly, boosters occur once every 2 games (default). This could solve The Case of the Boosted Booster?

I'll have a look to see if the "new" line is buried somewhere...

Edit: As Max mtg points out below, the booster occurence statement is not accurate. What I meant to say was that using default prefs, the algorithm will not return a booster every game at higher difficulty levels.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 04 Oct 2011, 03:31
by Doublestrike
Hellfish wrote:Here's a quest file you could use too, easy level with a fairly solid BGr infect deck.
Excellent, thanks. I'm in an "infect" phase myself, although I'm going more for the speed of red with Glistener Elf and Groundswell. Can't beat Plague Stinger though, unfortunately the shop is fresh out every time I stop by. But I did pick up a Black Lotus at a bargain 52,000 the other day, yahoo!

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 04 Oct 2011, 03:46
by Max mtg
Booster is given for every N wins and M losses, where N and M are taken from preferences. For easy level default M = N = 1.
RandomRare is given with 50% chance, 65% if "magic coin" is present.

That is the state I remember quest rules at. So if either random rare or booster (or both) are missing, this is normal.

If you need some specific cards, perhaps to sell them or add to your deck, use "cheat - add card" in deckeditor menu (developer mode has to be enabled)

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 04 Oct 2011, 03:57
by friarsol
Doublestrike wrote:@friarsol - at higher difficulty levels, if I recall correctly, boosters occur once every 2 games (default). This could solve The Case of the Boosted Booster?
It was probably there, just scrolled off the bottom so I didn't notice it at first.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 04 Oct 2011, 20:44
by Jaedayr
In quest mode, do we still need the continue/quit buttons on the new reward window? I am not sure that Continue will ever be an option after you have won. Maybe replace both with just an OK button?

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 05 Oct 2011, 00:13
by Doublestrike
Jaedayr wrote:In quest mode, do we still need the continue/quit buttons on the new reward window? I am not sure that Continue will ever be an option after you have won. Maybe replace both with just an OK button?
OK will do soon.

@friarsol and others - got over-involved in the aesthetic side last night so didn't get the "new" card bug fixed...will happen soon.

@Rob and others - part of that aesthetic remake last night is I'm creating standard themed components for use throughout the project. There's a FPanel and an FButton so far, which I'll use in the win/lose GUI. This will allow themes (default and user created) to be made easily. I'll release probably...Friday...with three themes or so. I hope this doesn't conflict too much with the work you're doing, Rob, although standard Swing and the themed components should work together until things are standardized.

@developers in general - I really want a variable opacity overlay frame available for dialogs, menus, etc., but apparently the only way to do it (until Java 7) is the AWTUtility toolkit. Unfortunately, this is restricted in Eclipse (and others?) What's the procedure or general opinion on importing restricted classes?

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 05 Oct 2011, 20:11
by Rob Cashwalker
I am pretty much done with any UI work on the home screen. There is some functionality that still needs work. Feel free to revise the buttons to your new components. Subclassing that stuff would not be my cup of tea anyway.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 06 Oct 2011, 00:15
by Doublestrike
@Rob - OK thanks for the update, will get around to it eventually. Was looking at the HomeScreen folder last night and seems like things will work out.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 08 Oct 2011, 06:33
by Doublestrike
Jaedayr wrote:In quest mode, do we still need the continue/quit buttons on the new reward window? I am not sure that Continue will ever be an option after you have won. Maybe replace both with just an OK button?
Fixed in r11008.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 08 Oct 2011, 06:51
by Doublestrike
friarsol wrote:And I just went to the Deck Editor and I don't see any cards listed as New.... So I have no idea what I won.
Looked into this, and found these lines commented out in DeckEditorShop.java:

Code: Select all
//private CardPoolView newCardsList;
...
ItemPoolView<InventoryItem> owned = questData.getCards().getCardpool().getView();

//newCardsList = questData.getCards().getNewCards();
This is apparently the source of the problem. I didn't do any work on CardPool stuff so I'm hesitant to make changes. If I can hazard a guess, CardPoolView is being phased out or something so this part wasn't updated yet...anyway, that's probably the reason for the missing New flags.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 08 Oct 2011, 07:32
by Sloth
Great work so far Doublestrike! =D>

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 09 Oct 2011, 19:24
by timmermac
I'm really liking the new Win/Lose UI. Can that color scheme can be applied to the rest of Forge?

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 09 Oct 2011, 23:38
by Max mtg
Doublestrike wrote:Looked into this, and found these lines commented out in DeckEditorShop.java:

Code: Select all
//private CardPoolView newCardsList;
...
ItemPoolView<InventoryItem> owned = questData.getCards().getCardpool().getView();

//newCardsList = questData.getCards().getNewCards();
This is apparently the source of the problem. I didn't do any work on CardPool stuff so I'm hesitant to make changes. If I can hazard a guess, CardPoolView is being phased out or something so this part wasn't updated yet...anyway, that's probably the reason for the missing New flags.
CardPool( with its view) was replaced by ItemPool.

That commented line is not needed at all.
see line about 150:
Code: Select all
        columnsBelow.add(new TableColumnInfo<InventoryItem>("New", 35, questData.getCards().fnNewCompare, questData.getCards().fnNewGet));
So for each card (=table row) to get the value of the cell questData.getCards().fnNewGet function is called.
That function checks if cardname is present in newCardList list of QuestData.

When I start the game all the cards except lands are marked as new. So look for the source of this problem in new rewards code.

Also, when I buy a card in shop, that card is shown as NEW immediatelly, so lack of "NEW" tag on prize cards is not related to deckviewers at all.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 10 Oct 2011, 02:27
by Doublestrike
When I start the game all the cards except lands are marked as new. So look for the source of this problem in new rewards code.
OK will do thanks for the tip. I'm getting nothing marked as new . :?

Update Fixed r11082.