Forge Android App: 11-13-2016 Alpha 1.5.58.002
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by drdev » 25 Jun 2014, 23:34
Yeah, you should be able to continue past that error without issue. Reminds me that I've been meaning to trap that exception to prevent the dialog appearing.Jomel wrote:Awesome app! I got a crash dialog when I clicked New Deck (from the list of constructed decks) and entered the deck editor.
Note that I have only downloaded about 90% of the (low quality) card images so far; some are still missing - perhaps that explains the error?
- GdxRuntimeException | Open
- Code: Select all
Forge Version: 0.0
Operating System: Linux 3.4.0-g03485a6 armv7l
Java Version: 0 The Android Project
EDT > Could not read image file /storage/emulated/0/Forge/cache/pics/cards/Ambassador Laquatus.full.jpg
com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: /storage/emulated/0/Forge/cache/pics/cards/Ambassador Laquatus.full.jpg
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:64)
at com.badlogic.gdx.graphics.Texture.load(Texture.java:130)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:121)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:100)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:92)
at forge.assets.ImageLoader._findFile(ImageLoader.java:87)
at forge.assets.ImageLoader.load(ImageLoader.java:65)
at forge.assets.ImageLoader.load(ImageLoader.java:15)
at com.google.common.cache.LocalCache$LoadingValueReference.loadFuture(LocalCache.java:3524)
at com.google.common.cache.LocalCache$Segment.loadSync(LocalCache.java:2317)
at com.google.common.cache.LocalCache$Segment.lockedGetOrLoad(LocalCache.java:2280)
at com.google.common.cache.LocalCache$Segment.get(LocalCache.java:2195)
at com.google.common.cache.LocalCache.get(LocalCache.java:3934)
at com.google.common.cache.LocalCache.getOrLoad(LocalCache.java:3938)
at com.google.common.cache.LocalCache$LocalLoadingCache.get(LocalCache.java:4821)
at forge.assets.ImageCache.getImage(ImageCache.java:138)
at forge.card.CardRenderer.getCardArt(CardRenderer.java:187)
at forge.card.CardRenderer.getCardArt(CardRenderer.java:179)
at forge.card.CardRenderer.drawCardListItem(CardRenderer.java:235)
at forge.itemmanager.CardManager$9.drawValue(CardManager.java:164)
at forge.itemmanager.views.ItemListView$ItemList$1.drawValue(ItemListView.java:325)
at forge.itemmanager.views.ItemListView$ItemList$1.drawValue(ItemListView.java:270)
at forge.toolbox.FList.draw(FList.java:205)
at forge.Graphics.draw(Graphics.java:88)
at forge.toolbox.FContainer.draw(FContainer.java:49)
at forge.toolbox.FScrollPane.draw(FScrollPane.java:275)
at forge.Graphics.draw(Graphics.java:88)
at forge.toolbox.FContainer.draw(FContainer.java:49)
at forge.Graphics.draw(Graphics.java:88)
at forge.toolbox.FContainer.draw(FContainer.java:49)
at forge.Graphics.draw(Graphics.java:88)
at forge.toolbox.FContainer.draw(FContainer.java:49)
at forge.Forge.render(Forge.java:208)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:414)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1523)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
Caused by: java.io.IOException: couldn't load pixmap expected marker
at com.badlogic.gdx.graphics.g2d.Gdx2DPixmap.<init>(Gdx2DPixmap.java:57)
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:138)
... 36 more
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Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by drdev » 26 Jun 2014, 02:17
So I've been working on adding targeting arrows, and I'm excited to share my progress.
As you can see, in addition to displaying arrows connecting blockers with attackers, it also displays arrows connecting spells on the stack with all cards (and players) that they target.
The blue arrows that are used in the desktop game for connecting equipment and auras you control with permanents you don't control, such as Pacifism type auras, don't require arrows for the mobile game since they display attached to actual card they're equipping/enchanting. So the only use of the blue arrow is for paired creatures at this point, as shown in the second screenshot.
Note that the arrows here are straight instead of curved like in the desktop game. This is the result of it being near impossible to create such a curved arrow that looked good using the graphics tools available with libgdx. I did the best I could, and I think they look pretty good. Even what I came up with took awhile to get right.
Let me know if you think the combat and stack target arrows should be different colors or if them both being red is ok. Also let me know if you think arrows should be used for any other purposes.
Thanks.
-Dan
EDIT: On further thought, I decided to use red arrows if the spell's controller is an opponent of the spell's target and blue arrows if the spell's controller is the same as that of the spell's target. This way it differentiates friendly spells and attack spells.
As you can see, in addition to displaying arrows connecting blockers with attackers, it also displays arrows connecting spells on the stack with all cards (and players) that they target.
The blue arrows that are used in the desktop game for connecting equipment and auras you control with permanents you don't control, such as Pacifism type auras, don't require arrows for the mobile game since they display attached to actual card they're equipping/enchanting. So the only use of the blue arrow is for paired creatures at this point, as shown in the second screenshot.
Note that the arrows here are straight instead of curved like in the desktop game. This is the result of it being near impossible to create such a curved arrow that looked good using the graphics tools available with libgdx. I did the best I could, and I think they look pretty good. Even what I came up with took awhile to get right.
Let me know if you think the combat and stack target arrows should be different colors or if them both being red is ok. Also let me know if you think arrows should be used for any other purposes.
Thanks.
-Dan
EDIT: On further thought, I decided to use red arrows if the spell's controller is an opponent of the spell's target and blue arrows if the spell's controller is the same as that of the spell's target. This way it differentiates friendly spells and attack spells.
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Re: Forge Android App: 06-23-2014 Alpha 1.5.21.005
by drdev » 26 Jun 2014, 15:07
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Re: Forge Android App: 06-26-2014 Alpha 1.5.21.006
by drdev » 26 Jun 2014, 16:18
I just released 1.5.21.006, which includes the targeting arrows described above, as well as a fix so cards properly appear in the flashback zone if they're castable from the graveyard, exile zone, or library.
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Re: Forge Android App: 06-26-2014 Alpha 1.5.21.006
by Joril » 26 Jun 2014, 21:30
I'm very excited about this app
Sadly I tried to run it on my Motorola Droid 4 and here's what I get when I go past the very first menu:
and if I press "edit deck":
Is this fixable?
(The Droid 4 has a sliding physical keyboard that when opened up forces "landscape mode", but it looks like Forge is oblivious to this, and always uses Portrait)

and if I press "edit deck":
Is this fixable?
(The Droid 4 has a sliding physical keyboard that when opened up forces "landscape mode", but it looks like Forge is oblivious to this, and always uses Portrait)
Re: Forge Android App: 06-26-2014 Alpha 1.5.21.006
by drdev » 26 Jun 2014, 22:55
Forge forces portrait mode because that's the only way the game can be layed out right. Are you sure there's no way to make your phone use portrait mode? And does it look that way even when the keyboard isn't open?Joril wrote:I'm very excited about this appSadly I tried to run it on my Motorola Droid 4 and here's what I get when I go past the very first menu:
Screenshot_2014-06-26-23-24-09.png
and if I press "edit deck":Screenshot_2014-06-26-23-24-24.png
Is this fixable?
(The Droid 4 has a sliding physical keyboard that when opened up forces "landscape mode", but it looks like Forge is oblivious to this, and always uses Portrait)
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Re: Forge Android App: 06-26-2014 Alpha 1.5.21.007
by drdev » 27 Jun 2014, 00:55
I just released 1.5.21.007 which includes the following fixes:
- Improve target arrow appearance
- Prevent displaying bug report dialog if an image fails to load
- Fix issue with +1/+1 and -1/-1 counters not updating P/T overlay
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Re: Forge Android App: 06-26-2014 Alpha 1.5.21.007
by Garryvalent » 27 Jun 2014, 10:48
im stuck at the first update when i first start the application. it says "Deleting old resources files.." and before i re install, it stuck at updating resources files. anyone can help me with this?
im using samsung galaxy tab 2 10' and stock Firmware
im using samsung galaxy tab 2 10' and stock Firmware
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Re: Forge Android App: 06-26-2014 Alpha 1.5.21.007
by drdev » 27 Jun 2014, 13:16
Can you try manually deleting Forge/res/ then re-run the app?Garryvalent wrote:im stuck at the first update when i first start the application. it says "Deleting old resources files.." and before i re install, it stuck at updating resources files. anyone can help me with this?
im using samsung galaxy tab 2 10' and stock Firmware
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Re: Forge Android App: 06-26-2014 Alpha 1.5.21.007
by Garryvalent » 27 Jun 2014, 13:50
i already try it but the result still the same. it still stuck the same as beforedrdev wrote:Can you try manually deleting Forge/res/ then re-run the app?Garryvalent wrote:im stuck at the first update when i first start the application. it says "Deleting old resources files.." and before i re install, it stuck at updating resources files. anyone can help me with this?
im using samsung galaxy tab 2 10' and stock Firmware
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Re: Forge Android App: 06-26-2014 Alpha 1.5.21.007
by Garryvalent » 28 Jun 2014, 03:34
Yes i am, but i dunno, when the forge start up, the application didnt connect to the internet. when i change to another application, the internet is connect normallydrdev wrote:Are you connected to the internet?
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Re: Forge Android App: 06-27-2014 Alpha 1.5.21.008
by drdev » 28 Jun 2014, 04:41
I'm excited to announce the release of 1.5.21.008, which includes full variant support! You can now play Vanguard, Planechase, Archenemy (normal and rumble), and Commander games from the Constructed screen, or any combination of the 4.
It works a lot like the desktop game, except you select the variants using a combo box at the top right of the screen. You can single-select any variant (or none) straight from the combo box drop down, or click "More..." to jump to a screen where you can select multiple variants.
Buttons for Commander Deck, Planar Deck, Scheme Deck, and Vanguard will appear for each player based on your variant selection, which each jumping you to a screen where you can select or create the desired deck or vanguard.
Once you start the game, the commander, plane, vanguard, and scheme cards can be found in the Command zone, which is the rightmost tab inline with each player's avatar.
Let me know if you have any questions or problems regarding the new variant support.
Thanks.
-Dan
It works a lot like the desktop game, except you select the variants using a combo box at the top right of the screen. You can single-select any variant (or none) straight from the combo box drop down, or click "More..." to jump to a screen where you can select multiple variants.
Buttons for Commander Deck, Planar Deck, Scheme Deck, and Vanguard will appear for each player based on your variant selection, which each jumping you to a screen where you can select or create the desired deck or vanguard.
Once you start the game, the commander, plane, vanguard, and scheme cards can be found in the Command zone, which is the rightmost tab inline with each player's avatar.
Let me know if you have any questions or problems regarding the new variant support.
Thanks.
-Dan
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Re: Forge Android App: 06-28-2014 Alpha 1.5.21.009
by drdev » 28 Jun 2014, 19:47
I'm excited to announce the release of 1.5.21.009, which supports playing all of Forge's sound effects!
If you wish to turn the sounds off, you can either turn sound off on your phone or toggle off the Enable Sounds setting that's now at the bottom of the settings screen.
Note that this release also fixes an issue where loyalty wouldn't update for planeswalkers when adding/removing counters, as well as eliminating the exception that occasionally occurred when generating random color decks.
I'm planning to look into adding more sound effects as well as background music in the near future. If you have anything to offer to that affect, please let me know.
Thanks.
-Dan
If you wish to turn the sounds off, you can either turn sound off on your phone or toggle off the Enable Sounds setting that's now at the bottom of the settings screen.
Note that this release also fixes an issue where loyalty wouldn't update for planeswalkers when adding/removing counters, as well as eliminating the exception that occasionally occurred when generating random color decks.
I'm planning to look into adding more sound effects as well as background music in the near future. If you have anything to offer to that affect, please let me know.
Thanks.
-Dan
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Re: Forge Android App: 06-28-2014 Alpha 1.5.21.009
by KrazyTheFox » 28 Jun 2014, 20:38
In the somewhat distant future I could contribute some orchestral music. I've got all the tools for composing and tons of professional grade sound libraries for it. The only thing is I've been in a huge creativity slump for a while. If you're going to add the feature though, I can certainly see about contributing to that at some point of time.
I can also do electronic music, but that doesn't really scream "Magic" to me.
I can also do electronic music, but that doesn't really scream "Magic" to me.
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