Feature Requests Thread
by mtgrares
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Re: Feature Requests Thread
by Zirbert » 20 Sep 2011, 04:03
Ahhh, I get it now! I was looking at NB himself, not the upper-right panel. You're right, that does indeed change! Thanks!friarsol wrote:Let me try to be more clear.
The Colored border in the CardDetailPanel changes based off the color of the card.
1. Cast Nicol Bolas (It's Gold)
2. Cast a color-changing effect (Heaven's Gate) on NB (Now the border is White)
My original suggestion for an explicit note of a permanent's color(s) still stands, but is much less "urgent" now that there's at least something along those lines.
Take Rise from the Grave - if it adds black to say, a green creature, that border would presumably turn gold (I haven't tested it, and want to wrap this up and get to bed - maybe tomorrow). As the game progresses, it could matter very much whether that now-multicolored creature is green and black or green and white (protection, etc.), and as it stands there's no way, other than memory, to tell.
Having a way to identify specific colors would also be useful in case Dream Coat and friends get added in the future.
Thanks for the educating, Sol!
Re: Feature Requests Thread
by sagephoenix » 26 Sep 2011, 01:44
A fun feature would be scenario creators. Similiar to how quest mode has enchantments or creatures already in play. It would be fun to change starting life totals, have monsters starting in play, etc.
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Re: Feature Requests Thread
by serrasmurf » 29 Sep 2011, 17:17
hi
i tried ravnica draft. there are many booster sequence possibilities, but not the original: RAV/GUI/DIS
due to the guild system the original sequence is the most fun
thnx
i tried ravnica draft. there are many booster sequence possibilities, but not the original: RAV/GUI/DIS
due to the guild system the original sequence is the most fun
thnx
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Re: Feature Requests Thread
by PhoenixAvenger » 30 Sep 2011, 06:36
Would it be too much to ask to make a user option or preference to disable the white borders on white-bordered sets? I've been toying with the idea of using a proxy generator to update all older cards to the modern look, complete with black borders, but the code for border color is hard-coded in one of the GUI files. I don't want to have to break out Eclipse to delete the relevant four or five lines myself.
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Re: Feature Requests Thread
by Nordos » 30 Sep 2011, 15:24
Any further opinions toward this request? I would like to see something similar ingameNordos wrote:I wonder, if it could be useful to add another bounty for 'overkill', for example, instead only 10 poison counters, the enemy died with 40, or instead of 0 Life he has -50 in the end.
At the moment you get a bounty if you kill them quite fast. OK, but at some points rusher decks arent as funny as lategame decks. Mind that you still need a lot of time to set such an army up, to do an overkill. . .
Just an idea I had, to prevent everyone using rusher decks like a deck with 4 Plague Stinger, 4 Titanic Growth, 4 Giant Growth, 4 Vampire's Bite and some lands + mox artifacts.

Re: Feature Requests Thread
by moomarc » 06 Oct 2011, 06:28
Perhaps at some point we could start a mailing list for those interested. It would be used predominantly for announcing maintenance releases so that if another version 1.1.4 slips through then more people would know about it and you wouldn't be stuck with hundreds of duplicate reports. It could also be useful if/when tiered rankings get set up. If the devs are interested I can set up some basic emailer templates/mockups. It could also link back to the site for regular releases, but I think there's advantages to users browsing here regularly waiting for the next update. I'm not sure how it would affect traffic to mtgrares blog either, but there's at least an idea and some of the considerations to be made regarding it.
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Re: Feature Requests Thread
by jendave » 06 Oct 2011, 15:38
One feature that I have always wanted was the ability to print out proxies for a deck from the deck editor. I just checked in the code. You can use the feature by creating/importing a deck and selecting "Generate Proxies..." from the menu. It is pretty bare-bones - it simply creates a local html page with links to the pics on magiccards.info. I hope to add an optional filter for basic lands soon.
Re: Feature Requests Thread
by Rob Cashwalker » 07 Oct 2011, 13:53
Why not link to the images stored locally? We may do away with the magiccards.info links...
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Re: Feature Requests Thread
by Xitax » 08 Oct 2011, 19:48
I'd like to request that the decks with AI icons not take up more horizontal screen space than necessary in the 'computer' stats window. While playing quest mode it seems that that left column takes up more space than it really needs, and it's nice to have the playfield as large as it can be.
Also like to request the option to display the card picture (bottom right) at native jpg resolution if I like. Even trying to get it as close as possible to native resolution there's a blurring effect of the resize function. My card pics are 282x400 and they look much nicer when not resized.
Thanks!
Also like to request the option to display the card picture (bottom right) at native jpg resolution if I like. Even trying to get it as close as possible to native resolution there's a blurring effect of the resize function. My card pics are 282x400 and they look much nicer when not resized.
Thanks!
Re: Feature Requests Thread
by mook1e » 11 Oct 2011, 01:50
Greetings,
I'm not sure if this is a windows/java thing or something that changes with new updates, but during certain releases, the cursor automatically goes to "ok" or "heads/tails" so you can press enter on the keyboard as opposed to clicking it with your mouse. Currently, this isn't working for me and I have to click through each action instead of just tapping enter on the keyboard.
Any ideas if this is a windows thing or something that can be easily fixed?
Thanks!
I'm not sure if this is a windows/java thing or something that changes with new updates, but during certain releases, the cursor automatically goes to "ok" or "heads/tails" so you can press enter on the keyboard as opposed to clicking it with your mouse. Currently, this isn't working for me and I have to click through each action instead of just tapping enter on the keyboard.
Any ideas if this is a windows thing or something that can be easily fixed?
Thanks!
Re: Feature Requests Thread
by Niv-Mizzet » 11 Oct 2011, 05:38
Could someone add a ticker to keep track of the number of spells played during the turn? The game already does this since storm cards work, but it would be nice to be able to see what the number is at.
Also if werewolves eventually get implemented it might be handy info for that too.
Also if werewolves eventually get implemented it might be handy info for that too.
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Re: Feature Requests Thread
by Max mtg » 11 Oct 2011, 14:49
Is it possible to enable animation of lands or artifacts at the moment when attackers are declared.
Many times had a situation when I forgot to animate an Inkmoth Nexus during first main phase and could not attack with it (an due to that failed to win the game sometimes). Would appreciate if player had a chance to activate abilities right when the attackers are declared... if this does not contradict rules of course.
Many times had a situation when I forgot to animate an Inkmoth Nexus during first main phase and could not attack with it (an due to that failed to win the game sometimes). Would appreciate if player had a chance to activate abilities right when the attackers are declared... if this does not contradict rules of course.
Single class for single responsibility.
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Re: Feature Requests Thread
by friarsol » 11 Oct 2011, 15:00
This contradicts the rules. What you want to do is set the "Begin Combat" phase not to autoskip, and activate them here. This is the right timing for animating cards, and tapping down would-be attackers. Basically, what you are asking for already exists, it's just not during Declare Attackers.Max mtg wrote:Is it possible to enable animation of lands or artifacts at the moment when attackers are declared.
Many times had a situation when I forgot to animate an Inkmoth Nexus during first main phase and could not attack with it (an due to that failed to win the game sometimes). Would appreciate if player had a chance to activate abilities right when the attackers are declared... if this does not contradict rules of course.
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Re: Feature Requests Thread
by jendave » 13 Oct 2011, 15:03
The HQ images take quite a bit of time to download and requires maintenance (new sets, improved images etc). I usually use HQ Card Generator, but have found the images on magiccards.info "good enough" for my purposes. Why are you going to remove the magiccards.info links? If you remove them I could refactor the code to use a REST call to search for the card and scrape the image URL (this would be better solution actually).Rob Cashwalker wrote:Why not link to the images stored locally? We may do away with the magiccards.info links...
Re: Feature Requests Thread
by Rob Cashwalker » 14 Oct 2011, 03:17
Yeah, but if the user already has them, might as well use them... whether they're the HQ or the LQ, we don't need to hit magiccards.info unnecessarily. Which is part of why we had been considering removing the URLs, they're never going to be used to download pics. One of the other devs has offered web space, I have some ideas on scripts that would auto-update each other's picture archive.jendave wrote:The HQ images take quite a bit of time to download and requires maintenance (new sets, improved images etc). I usually use HQ Card Generator, but have found the images on magiccards.info "good enough" for my purposes. Why are you going to remove the magiccards.info links? If you remove them I could refactor the code to use a REST call to search for the card and scrape the image URL (this would be better solution actually).
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