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Forge version 1.2.7

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Forge version 1.2.7

Postby Chris H. » 30 Mar 2012, 11:08

Starting a next version thread.

Tentative release target date: 20 April 2012.

I am giving us 3 weeks this time for the next beta release. :)
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Re: Forge version 1.2.7

Postby moomarc » 30 Mar 2012, 11:39

Should work out well. Then we can merge in any spoiled cards from AVR for testing by the alpha testers and get bugs from that set fixed before the next release.
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Re: Forge version 1.2.7

Postby jeffwadsworth » 31 Mar 2012, 04:51

North from the Mage Project has graciously granted us permission to use his insanely cool Card Tracker.

https://github.com/NorthFury/CardTracker/

It allows a team to track implemented cards, assign implementation rights, etc.
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Re: Forge version 1.2.7

Postby moomarc » 02 Apr 2012, 09:37

I'm working on the new pet artwork, but suddenly got really busy workwise this week. So thought I'd post this for now for some feedback (just the wolf so far and no fancy progression between levels at this time - hopefully I'll get to that before the release, but otherwise its something for now).
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Re: Forge version 1.2.7

Postby friarsol » 02 Apr 2012, 12:16

moomarc wrote:I'm working on the new pet artwork, but suddenly got really busy workwise this week. So thought I'd post this for now for some feedback (just the wolf so far and no fancy progression between levels at this time - hopefully I'll get to that before the release, but otherwise its something for now).
Since you apparently missed it, the wolf is now white. (The Ape Pet is Green). Looks good though, thanks moomarc. Also, the bird changed colors from white to blue.
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Re: Forge version 1.2.7

Postby moomarc » 02 Apr 2012, 14:22

friarsol wrote:
moomarc wrote:I'm working on the new pet artwork, but suddenly got really busy workwise this week. So thought I'd post this for now for some feedback (just the wolf so far and no fancy progression between levels at this time - hopefully I'll get to that before the release, but otherwise its something for now).
Since you apparently missed it, the wolf is now white. (The Ape Pet is Green). Looks good though, thanks moomarc. Also, the bird changed colors from white to blue.
Oops. 8-[ I'd seen it but somewhere along the line my brain swapped it back. I'll fix up when I get a chance and post the rest.
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Re: Forge version 1.2.7

Postby Doublestrike » 09 Apr 2012, 00:16

Hi guys, was grievously busy at work the last two weeks so no time to dump into Forge, you know how it is. Anyway should be clear for the foreseeable future, it's good to be back - didn't realize I actually missed all you bums :)

Some of you may recall that one of the "big jobs" on the UI list was draggable "zones"? Well, I'm pleased to announce that I'll be wrapping up work on a fully draggable, tabbed, resizable UI framework. At this point, the framework is finished, and I've just got to convert the view/control classes into it. It can be applied in all situations, I'll start with the match UI.

The conversion isn't very tricky work, but will take about 3 days, I think, so if I started today/tomorrow I can commit by Thursday or Friday. However, this may not jive with the release schedule, since there will probably be a few bugs to work out. So, what do you think - commit on 13 Apr (:blackcat:) or hold off until 21 Apr? Your wish is my command.
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Re: Forge version 1.2.7

Postby Chris H. » 09 Apr 2012, 01:44

We missed you Doublestrike. :) But yeah, we all get busy at times with real life.

People have been noticing some quest mode bugs that are bothersome. It would be nice if we could fix these problems before the next release, not sure how long that will take.

I think that it may be OK to go ahead and make your commit. Then fix whatever bugs we find. There is a new set of cards coming out and I can not predict how fast we will be able to add them to the SVN.

We release enough frequent betas that we can afford to have version 1.2.7 somewhat delayed while we address these issues. All things considered it is kind of difficult for us to guarantee a new release every two weeks. :)

April 20th or the 27 to 30th might be more realistic.
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Re: Forge version 1.2.7

Postby friarsol » 09 Apr 2012, 02:13

Chris H. wrote:We release enough frequent betas that we can afford to have version 1.2.7 somewhat delayed while we address these issues. All things considered it is kind of difficult for us to guarantee a new release every two weeks. :)

April 20th or the 27 to 30th might be more realistic.
Pre-release is on the 28th. Maybe we can advertise a daily build from this weekend on the main release thread to people who may want to upgrade before waiting a few more weeks.
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Re: Forge version 1.2.7

Postby Doublestrike » 14 Apr 2012, 08:55

Hey Max, I'm going to knock out the final step of moving the deck editor into the UI. I'm aiming for a big commit after this release, so I'm starting soon.

Couple of questions - are you done with your work in that area? And, do you have any guidelines that I should take into consideration?

I haven't dug into it yet, but the basic idea is I'll be splitting into views and controllers, creating singletons as much as possible, and probably using the new tab framework for some fun surprises. I don't plan to modify code much, but there are probably some things I need to be aware of?
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Re: Forge version 1.2.7

Postby Max mtg » 15 Apr 2012, 05:24

Doublestrike wrote:Hey Max, I'm going to knock out the final step of moving the deck editor into the UI. I'm aiming for a big commit after this release, so I'm starting soon.

Couple of questions - are you done with your work in that area? And, do you have any guidelines that I should take into consideration?

I haven't dug into it yet, but the basic idea is I'll be splitting into views and controllers, creating singletons as much as possible, and probably using the new tab framework for some fun surprises. I don't plan to modify code much, but there are probably some things I need to be aware of?
I am perfectly done with deckeditors by the moment. The only thing that remains is move pet selection into quest deck editor and store it inside a quest deck (a derived class from common deck)

I don't generally like an idea to create singleton views or controllers at all. A singleton of object factory is ok, but I never liked singletons for windows, views, panels and controllers. At least the actual editor works without singletons at all. Besides I don't like them, I don't have much power here to ban their impropper use, so it seems you'll proceed in your way. =(

If you are about to replace the view, then you should only keep the functionality of public class DeckController<T extends DeckBase> that is your interface to deck storage, model in our case. This class incapsulates a reference to deck actually being edited and pushes it to storage only when 'save' is triggered (a previous implementation was editing the deck right in storage, not its copy, without a way to discard changes.)
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Re: Forge version 1.2.7

Postby Max mtg » 16 Apr 2012, 07:56

Update: about that moving pet selection to quest deck editor - I have no estimate for that change yet. The modification is simple - should not take much time to implement.
But for now I just would love to do something else. So feel free to proceed with changes now, don't wait for me.
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Re: Forge version 1.2.7

Postby Sloth » 22 Apr 2012, 14:33

Are we still aiming for a release on the 28th (AVR Pre-release day)?
Then we should consider making Snapshot builds with AVR cards to have some more testers before the beta (merging the branch).
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Re: Forge version 1.2.7

Postby Chris H. » 22 Apr 2012, 20:16

Sloth wrote:Are we still aiming for a release on the 28th (AVR Pre-release day)?
Then we should consider making Snapshot builds with AVR cards to have some more testers before the beta (merging the branch).
 
May 4th through 6th might be more reasonable.
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Re: Forge version 1.2.7

Postby friarsol » 22 Apr 2012, 20:35

Sloth wrote:Are we still aiming for a release on the 28th (AVR Pre-release day)?
Then we should consider making Snapshot builds with AVR cards to have some more testers before the beta (merging the branch).
Maybe we can have a Snapshot build available on the 28th for anyone who wants to play with AVR that day. And when release shortly after mtgdata is ready for Oracle text. This way we can merge the AVR cards some point this week (maybe Wed) and give the svn folk sometime before that first Snapshot happens.
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