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Re: Forge version 1.2.1

PostPosted: 15 Jan 2012, 07:55
by Doublestrike
Sloth wrote:I don't think they need another option. Who wants to turn off counters or the attack/block icons?
Fixed, r13156.

I also internalized the win/lose UI frame into the match UI. Looks good, tests good, but I'll keep an eye out here for The Unforeseen.

The only hiccup is that the match is not easily visible after the game ends. I'll be introducing a button into that eventually for a screenshot or a "return to field".

Re: Forge version 1.2.1

PostPosted: 15 Jan 2012, 16:44
by friarsol
Uhhh... is the cancel button missing in the input window? I can't cancel out of spells, or say I want to Mulligan?

Edit: It looks like it's underneath my hand, and largely inaccessible.

Re: Forge version 1.2.1

PostPosted: 15 Jan 2012, 21:04
by Sloth
friarsol wrote:Uhhh... is the cancel button missing in the input window? I can't cancel out of spells, or say I want to Mulligan?

Edit: It looks like it's underneath my hand, and largely inaccessible.
I can confirm this. It has to be fixed for the beta.

Re: Forge version 1.2.1

PostPosted: 15 Jan 2012, 22:50
by Roujin
Doublestrike wrote:
Sloth wrote:I don't think they need another option. Who wants to turn off counters or the attack/block icons?
Fixed, r13156.

I also internalized the win/lose UI frame into the match UI. Looks good, tests good, but I'll keep an eye out here for The Unforeseen.

The only hiccup is that the match is not easily visible after the game ends. I'll be introducing a button into that eventually for a screenshot or a "return to field".
Ummm.. is that screenshot how it actually looks in game, or did you edit it together for demonstration purposes? It looks rather strange I must say, with the gameplay result to the right of the you win screen.
Also, how does it look with a small resolution?

Re: Forge version 1.2.1

PostPosted: 15 Jan 2012, 22:51
by Chris H.
Sloth wrote:
friarsol wrote:Uhhh... is the cancel button missing in the input window? I can't cancel out of spells, or say I want to Mulligan?

Edit: It looks like it's underneath my hand, and largely inaccessible.
I can confirm this. It has to be fixed for the beta.
`
I noticed the same issue.

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 00:24
by ArsenalNut
I have some code updates to address the UI for the "any" mana keyword. The updates will
1) automatically choose the right color for a single color mana cost e.g. using an "any" source for a {3}{U} cost will automatically choose blue without prompting.
2) if a cost has 2 or more color, the choices shown to the user are only the required colors.
3) checks for Sunburst so all colors are given as choice
4) choose a color for colorless cost without prompting
5) checks for ManaNeededToAvoidNegativeEffect when choosing a color for colorless mana.
6) chooses the color part of a split cost, e.g. 2/R, without prompting
7) Added more descriptive title to choice menu.

The user will still get prompted for a color with a hybrid mana cost but the choices are only the two colors in the hybrid cost.

The changes also fix the issue with Shimmering Grotto reported in the Current Known Bugs list thread but may cause the user to get prompted to choose an ability when paying for colorless mana with a source with multiple mana abilities.

I tested all the cases with single cards but I have not done any play testing in more realistic game situations. Should I check in the changes now or wait till after version 1.2.1?

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 01:08
by Doublestrike
Thanks ArsenalNut =D>

====

Re: cancel button - fixed. Just a little layout issue with the game counter I made before bed (the button was being pushed outside of a cell).

===

Roujin wrote:Ummm.. is that screenshot how it actually looks in game, or did you edit it together for demonstration purposes?...Also, how does it look with a small resolution?
The SVN copy can answer these questions.

===

Roujin wrote:It looks rather strange I must say, with the gameplay result to the right of the you win screen.
It looked a bit odd to me too, but it grew on me. This was an attempt to avoid the crowded, hard-to-read, multiple-scrolling space of before.

The alternative is place this information under the three trigger buttons, but then it's a) hidden and b) poor use of screen real estate.

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 01:37
by Chris H.
ArsenalNut wrote:I tested all the cases with single cards but I have not done any play testing in more realistic game situations. Should I check in the changes now or wait till after version 1.2.1?
`
It sounds like this is far enough along to go ahead and add it to the SVN for the 1.2.1 release. The additional features should be worth the risk of an uncommon and untested bug.

Worse case scenario, I will release 1.2.2 with any needed fix to your merge shortly after the 1.2.1 release.

Looking forward to your work and will hold off of the 1.2.1 release until you merge your work in. :)

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 04:58
by ArsenalNut
Chris H. wrote:
ArsenalNut wrote:I tested all the cases with single cards but I have not done any play testing in more realistic game situations. Should I check in the changes now or wait till after version 1.2.1?
`
It sounds like this is far enough along to go ahead and add it to the SVN for the 1.2.1 release. The additional features should be worth the risk of an uncommon and untested bug.

Worse case scenario, I will release 1.2.2 with any needed fix to your merge shortly after the 1.2.1 release.

Looking forward to your work and will hold off of the 1.2.1 release until you merge your work in. :)
I played constructed mode for an hour or so and didn't come across any problems. The changes were checked in r13187. If the feedback is good on these changes, I'll give reflected mana sources a similar treatment.

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 05:10
by PhoenixAvenger
ArsenalNut, don't forget to add a check for ConditionManaSpent parameters in abilities (for Seed Spark and the like) in your new mana-choosing code. I'm not sure just checking ManaNeededToAvoidNegativeEffect will catch everything.

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 05:12
by slapshot5
PhoenixAvenger wrote:ArsenalNut, don't forget to add a check for ConditionManaSpent parameters in abilities (for Seed Spark and the like) in your new mana-choosing code. I'm not sure just checking ManaNeededToAvoidNegativeEffect will catch everything.
Yep, was just going to say the same thing.

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 06:35
by ArsenalNut
slapshot5 wrote:
PhoenixAvenger wrote:ArsenalNut, don't forget to add a check for ConditionManaSpent parameters in abilities (for Seed Spark and the like) in your new mana-choosing code. I'm not sure just checking ManaNeededToAvoidNegativeEffect will catch everything.
Yep, was just going to say the same thing.
Thanks for the heads up. I knew there were cards like that. Now I know what to look for to find these cards. I was planning to add another SVar, ManaNeededForPositiveEffect, rather than try to dig through the other SVar to find this information. The AI needs this information too.

Also keep in mind the code updates only effect how the "Any" keyword mana sources play. In general, colorless mana is always paid with the first mana ability found on a source. I think there are situations where this lead the "express" logic to play a less optimal mana choice depending on the order multiple mana abilities are stored. I plan to take a look at fixing this too at some point.

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 09:59
by Sloth
Chris H. wrote:It sounds like this is far enough along to go ahead and add it to the SVN for the 1.2.1 release. The additional features should be worth the risk of an uncommon and untested bug.

Worse case scenario, I will release 1.2.2 with any needed fix to your merge shortly after the 1.2.1 release.

Looking forward to your work and will hold off of the 1.2.1 release until you merge your work in. :)
I've tested the any mana abilities briefly and found only improvements. =D>

I think the beta can be released now.

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 13:29
by moomarc
We might have our first "stop the presses'. Was Sudden Spoiling ever fixed properly. I see it's in the recently added cards for this release, but I remember issues with it and noticed it being deleted from the main branch at one stage. But then it reappeared so just want to make sure that its meant to be there and isn't just due to some branching shenanigans.

Re: Forge version 1.2.1

PostPosted: 16 Jan 2012, 14:09
by Chris H.
moomarc wrote:We might have our first "stop the presses'. Was Sudden Spoiling ever fixed properly. I see it's in the recently added cards for this release, but I remember issues with it and noticed it being deleted from the main branch at one stage. But then it reappeared so just want to make sure that its meant to be there and isn't just due to some branching shenanigans.
`
I did not see this message until after the beta was released. I hope that Sudden Spoiling will not create too much of a problem for us.

It appears that the card is not listed in the deck editor. I guess that I forgot to delete this card from the card listing located in the changes.txt file. #-o