Bug reports
by ubeefx
Moderators: ubeefx, beholder, melvin, ShawnieBoy, Lodici, CCGHQ Admins
Re: Bug reports
by elias » 28 Jul 2013, 11:36
This is a bit problematic because there is no possibility for alpha in a .gif, so it is a bit difficult to get a .gif to look good on different backgrounds. There are many generators online to create loading .gif files, but these .gifs will have a white border around them.melvin wrote:That is definitely a visual bug that should be fixed, tracking as https://code.google.com/p/magarena/issues/detail?id=374elias wrote:This is not really a bug, but I wonder if the loading icon could be improved (the blue spinning balls), because right now it's not transparent. Therefore, if you change the background of these tables to something dark you will have blue spinning balls with a white messy aura.
Though given my paltry gfx skills, it may take a while. The image in question is https://magarena.googlecode.com/hg/reso ... s/busy.gif appreciate any help with patching it.
Anyway, I edited the original loading icon a bit, and also found another one that I edited too. Still, because they are transparent now they will look a bit 'sharp'. try them out and see if they work.
Also try the file busy3.gif, it's completely transparent. maybe this is the best option, not sure if Magarena actually needs a loading icon. There's always text telling you what's going on so it becomes obvious that it is actually loading.
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elias - Posts: 33
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Re: Bug reports
by elias » 29 Jul 2013, 15:28
Create a new duel, for both Player and AI choose a random deck.
Then click generate deck (to generate a new deck for either player or AI), then click Swap decks in the menu. Then click generate deck again. Then keep playing around with these two options.
What you will see is that the deck description is not being updated properly, the previous deck description will continue to stay even when new decks are generated. Seems like this starts to occur after using the swap deck function.
Then click generate deck (to generate a new deck for either player or AI), then click Swap decks in the menu. Then click generate deck again. Then keep playing around with these two options.
What you will see is that the deck description is not being updated properly, the previous deck description will continue to stay even when new decks are generated. Seems like this starts to occur after using the swap deck function.
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elias - Posts: 33
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Re: Bug reports
by melvin » 30 Jul 2013, 01:50
Thanks for the report, tracking this as https://code.google.com/p/magarena/issues/detail?id=380elias wrote:Create a new duel, for both Player and AI choose a random deck.
Then click generate deck (to generate a new deck for either player or AI), then click Swap decks in the menu. Then click generate deck again. Then keep playing around with these two options.
What you will see is that the deck description is not being updated properly, the previous deck description will continue to stay even when new decks are generated. Seems like this starts to occur after using the swap deck function.
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melvin - AI Programmer
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Re: Bug reports
by elias » 31 Jul 2013, 06:43
Here's one that's easy to fix. Unleash is missing in the keywords, pretty sure I have played with cards having this ability. Sorry I don't use the issue page on google code, but I do not have a google account.
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elias - Posts: 33
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Re: Bug reports
by melvin » 31 Jul 2013, 12:18
Thanks for pointing that out, probably a whole bunch of other keywords are missing as well.. anyway added Unleash in https://code.google.com/p/magarena/sour ... ce1a6154ff
No worries about the issues page, it is really terrible that they require a google account to post issues, downloads will also be removed in the future. Time to find something better.
No worries about the issues page, it is really terrible that they require a google account to post issues, downloads will also be removed in the future. Time to find something better.
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melvin - AI Programmer
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Re: Bug reports
by elias » 01 Aug 2013, 20:01
Not sure if this can be fixed, but if you change theme during a duel some objects will not update. Such as the message icon, table heading background color, and spacing between borders in the game field (there might be more things not being updated). Creating a new duel will fix the theme.
The easiest way to "solve" this is probably just to inform the player that once a theme has been changed during a duel a new duel needs to be created to load the theme fully.
The easiest way to "solve" this is probably just to inform the player that once a theme has been changed during a duel a new duel needs to be created to load the theme fully.
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elias - Posts: 33
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Re: Bug reports
by elias » 01 Aug 2013, 21:24
Extort is also missingmelvin wrote:Thanks for pointing that out, probably a whole bunch of other keywords are missing as well.. anyway added Unleash in https://code.google.com/p/magarena/sour ... ce1a6154ff
No worries about the issues page, it is really terrible that they require a google account to post issues, downloads will also be removed in the future. Time to find something better.
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elias - Posts: 33
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Re: Bug reports
by melvin » 02 Aug 2013, 05:57
Thanks for catching this, tracking as https://code.google.com/p/magarena/issues/detail?id=382elias wrote:Not sure if this can be fixed, but if you change theme during a duel some objects will not update. Such as the message icon, table heading background color, and spacing between borders in the game field (there might be more things not being updated). Creating a new duel will fix the theme.
The easiest way to "solve" this is probably just to inform the player that once a theme has been changed during a duel a new duel needs to be created to load the theme fully.
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melvin - AI Programmer
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Re: Bug reports
by hong yie » 12 Aug 2013, 00:14
just found it during test play.
Ai spend "Last Gasp" to target my large creature, which doesn't kill it. it's a waste, i say. it could be saved for better situation, i think. maybe not only last gasp, other spells might be wasted this way too.
Ai spend "Last Gasp" to target my large creature, which doesn't kill it. it's a waste, i say. it could be saved for better situation, i think. maybe not only last gasp, other spells might be wasted this way too.
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Re: Bug reports
by melvin » 12 Aug 2013, 04:59
Thanks for the observation. Need some additional details to look into this. Was there another creature it should have targeted instead? Which AI were you playing against?hong yie wrote:Ai spend "Last Gasp" to target my large creature, which doesn't kill it. it's a waste, i say. it could be saved for better situation, i think. maybe not only last gasp, other spells might be wasted this way too.
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Re: Bug reports
by hong yie » 12 Aug 2013, 06:47
i was Playing against "monte Carlo" level 4. is it possibly because of the level 4? there're some other smaller creatures that can be killed by "Last Gasp" at that time. I'll try to play against higher level Ai next time.Thanks for the observation. Need some additional details to look into this. Was there another creature it should have targeted instead? Which AI were you playing against?
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hong yie - Programmer
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Re: Bug reports
by melvin » 12 Aug 2013, 08:51
I don't think the level matters too much here. For the monte carlo AI, when the AI is sure to win/lose, it sometimes make dumb choices as these choices do not influence the eventual outcome.
Did the AI win or lose that particular game in the end and do you think this improving this particular move could have helped the AI to win?
Did the AI win or lose that particular game in the end and do you think this improving this particular move could have helped the AI to win?
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melvin - AI Programmer
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Re: Bug reports
by hong yie » 13 Aug 2013, 02:37
the condition is almost too late to change the outcome at that time. creature tokens already flooding the battlefield with many +1/+1 counters on them. But i thought the Ai could at least appreciate "Last Gasp" or any other killing spells to its best purpose. spend it on the best target, at least. it can at least bring down 1 enemy creature.
this also applies on the way Ai choose to block during final assault. Ai hold its defender creatures while allowing large trample attacker been blocked by small creature, resulting over -10 life lose. Ai could just reduce the lose to -2 life if its blocks with all defender, even if it doesn't change the result.
Maybe you can add certain logic to minimize the lose, something that can make the Ai to choose -3 life(s) compare to - 30 life(s) as the outcome. that is computable, for sure.
this also applies on the way Ai choose to block during final assault. Ai hold its defender creatures while allowing large trample attacker been blocked by small creature, resulting over -10 life lose. Ai could just reduce the lose to -2 life if its blocks with all defender, even if it doesn't change the result.
Maybe you can add certain logic to minimize the lose, something that can make the Ai to choose -3 life(s) compare to - 30 life(s) as the outcome. that is computable, for sure.

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Re: Bug reports
by melvin » 13 Aug 2013, 09:18
That's a neat idea, right now AI prefer losing games with more steps and winning games with fewer steps. Using the amount of life at the end would be one way to differentiate between various losing scenarios, but life lose is not the only way to lose. The formula would probably have to take into account poison counters (creature with infect) and number of cards in the library (die by milling) as well.
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