MageKing17's Releases (Latest: v0.7.1c)
by Incantus
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Re: New special-super-ultra-awesome edition
by Helza » 07 Feb 2009, 19:18
Yippie, finally another version
Runs good here on Vista, although sometimes it becomes non responsive and i have to wait a few seconds for it to become responsive again. Happens sometimes that you press a button and it just takes a few moments before something happens. Also the upkeep phase kind of "blinks" like its runs 10x or something and you keep hearing the sound re-start. For the rest its looking great..
Any idea when a network version will be available?
Runs good here on Vista, although sometimes it becomes non responsive and i have to wait a few seconds for it to become responsive again. Happens sometimes that you press a button and it just takes a few moments before something happens. Also the upkeep phase kind of "blinks" like its runs 10x or something and you keep hearing the sound re-start. For the rest its looking great..
Any idea when a network version will be available?
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Re: New special-super-ultra-awesome edition
by MageKing17 » 07 Feb 2009, 20:21
This happens to me occasionally too, but I have no idea what causes it... and since it always goes away if you leave it alone, I can't really troubleshoot it (since it isn't a crash).Helza wrote:Yippie, finally another version
Runs good here on Vista, although sometimes it becomes non responsive and i have to wait a few seconds for it to become responsive again.
That would actually be the draw step, and the program downloading the image for the card you just drew.[/quote]Helza wrote:Also the upkeep phase kind of "blinks" like its runs 10x or something and you keep hearing the sound re-start.
The best way to get answers to questions like this is to come talk to us on IRC. Were in #incantus on EFnet (irc.prisoner.net is a server you can connect to, if your IRC client doesn't list EFnet).Helza wrote:Any idea when a network version will be available?
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Re: New special-super-ultra-awesome edition
by Chojin » 08 Feb 2009, 02:12
Nice release! Good job
One crash while resolving the effect to pick a card from my opponent's hand to discard - otherwise.. sweet
First version of Incantus I was able to lay my hands on. Using real mana symbols would be nice and having enchantments like Pacifism give hints about what creature they are attached to would make things easier. But as you stated - concentrating on the rules for now sounds solid. The way you deal with the phases is cool, easy and nicely arranged - I suggest to also accept space to skip a phase.
Again - glad to be able to test. Anything in particular one should test or give opinion about?
One crash while resolving the effect to pick a card from my opponent's hand to discard - otherwise.. sweet
First version of Incantus I was able to lay my hands on. Using real mana symbols would be nice and having enchantments like Pacifism give hints about what creature they are attached to would make things easier. But as you stated - concentrating on the rules for now sounds solid. The way you deal with the phases is cool, easy and nicely arranged - I suggest to also accept space to skip a phase.
Again - glad to be able to test. Anything in particular one should test or give opinion about?
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Re: New special-super-ultra-awesome edition
by Incantus » 08 Feb 2009, 05:22
If you hit F2/F3, you can set phase stops as you wish (similar to MODO).Chojin wrote:The way you deal with the phases is cool, easy and nicely arranged - I suggest to also accept space to skip a phase.
Re: New special-super-ultra-awesome edition
by MageKing17 » 08 Feb 2009, 21:01
This is the first bug report for 0.57 I've got. Could you please elaborate on what happened, and give me the traceback (it goes in incantus.exe.log, IIRC)?Chojin wrote:One crash while resolving the effect to pick a card from my opponent's hand to discard - otherwise.. sweet
Do you mean for when you see ability text displayed in, for example, the right-click zoom, and when you have to select an ability to play? It's a nice idea, but one we've already had. We're focusing on the rules engine over the UI at the moment.Chojin wrote:Using real mana symbols would be nice
We're working on a way to display "enemy enchantments" as easily as possible. I've had a few thoughts on this area myself, and Marek14 has made some suggestions, although actually coding them will probably be a complete and total pain. In a way, it would be easiest if we never made Incantus work with more than two players... I can think of a semi-simple way of doing it, but it only works in our current "duel" format.Chojin wrote:having enchantments like Pacifism give hints about what creature they are attached to would make things easier.
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Re: New special-super-ultra-awesome edition (Latest: v0.58)
by MageKing17 » 16 Feb 2009, 08:41
New version v0.571, grab it from the usual spot.
EDIT: Even newer v0.58 is out. Three guesses where to download it from.
EDIT: Even newer v0.58 is out. Three guesses where to download it from.
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Re: New special-super-ultra-awesome edition (Latest: v0.58)
by The Scientist » 16 Feb 2009, 14:07
Is it me, or did you break something big with mana stuff ?
- Code: Select all
Traceback (most recent call last):
File "main.py", line 7, in <module>
File "ui\Incantus.pyo", line 790, in main
File "ui\Incantus.pyo", line 656, in run
File "game\GameKeeper.pyo", line 98, in start
File "game\GameKeeper.pyo", line 118, in run
File "game\GameKeeper.pyo", line 251, in mainPhase1
File "game\GameKeeper.pyo", line 398, in playSpells
File "game\GameKeeper.pyo", line 409, in playStackSpells
File "game\Action.pyo", line 96, in perform
File "game\Ability\Ability.pyo", line 14, in announce
File "game\Ability\CastingAbility.pyo", line 12, in do_announce
File "game\Ability\ActivatedAbility.pyo", line 24, in do_announce
File "game\Ability\Cost.pyo", line 114, in pay
File "game\Mana.pyo", line 34, in convert_to_mana_string
TypeError: can't multiply sequence by non-int of type 'str'
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Re: New special-super-ultra-awesome edition (Latest: v0.581)
by MageKing17 » 16 Feb 2009, 20:11
It's theoretically possible... I changed ManaCost payments to wind up as strings, but I also tested it, and it worked fine. What did you do when it crashed?The Scientist wrote:Is it me, or did you break something big with mana stuff ?
EDIT: Issue fixed, and a new version to boot!
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Re: New special-super-ultra-awesome edition (Latest: v0.581)
by MageKing17 » 19 Feb 2009, 07:14
A new version should be out soon (tentatively called 0.6, although it might be 0.59... depending on whether or not a certain feature will be ready by the time I'm ready to release), including the rather glorious new token image code, which knows the difference between a 1/1 green Elf Warrior creature and a 1/1 green and white Elf Warrior creature. So yes, you'll be able to tell at a glance which tokens came from an Imperious Perfect and which came from Rhys the Redeemed.
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Re: New special-super-ultra-awesome edition (Latest: v0.581)
by The Scientist » 19 Feb 2009, 12:32
bug in the new UI version :
I did adjust the setting to display FPS.
also I had to add a section to my ini file as that is now mandatory apparently.
- Code: Select all
Traceback (most recent call last):
File "main.py", line 29, in <module>
File "main.py", line 25, in main
File "cocos\director.pyo", line 287, in run
File "pyglet\app\win32.pyo", line 63, in run
File "pyglet\app\win32.pyo", line 84, in _timer_func
File "pyglet\app\__init__.pyo", line 187, in idle
File "pyglet\clock.pyo", line 696, in tick
File "pyglet\clock.pyo", line 303, in tick
File "ui\Incantus.pyo", line 316, in <lambda>
File "engine\GameKeeper.pyo", line 82, in start
File "engine\GameKeeper.pyo", line 114, in run
File "engine\GameKeeper.pyo", line 230, in newTurn
File "engine\GameObjects.pyo", line 15, in send File "engine\pydispatch\dispatcher.pyo", line 392, in send
File "engine\pydispatch\robustapply.pyo", line 47, in robustApply
File "ui\status_widget.pyo", line 852, in new_turn
AttributeError: 'PhaseStatus' object has no attribute 'screen_width'
I did adjust the setting to display FPS.
also I had to add a section to my ini file as that is now mandatory apparently.
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Re: New special-super-ultra-awesome edition (Latest: v0.581)
by MageKing17 » 19 Feb 2009, 21:03
I tried to recreate this... I opened the new UI, turned on the FPS display, and started a game. No problems starting to play (I declined mulligan for both players, then played a land), but I did notice that... the FPS display wasn't there. Either that, or it was being covered up by my status box, which is as good as not being there.The Scientist wrote:bug in the new UI version :I was just clicking 'no' to the question if I wanted to mulligan.
- Code: Select all
Traceback (most recent call last):
File "main.py", line 29, in <module>
File "main.py", line 25, in main
File "cocos\director.pyo", line 287, in run
File "pyglet\app\win32.pyo", line 63, in run
File "pyglet\app\win32.pyo", line 84, in _timer_func
File "pyglet\app\__init__.pyo", line 187, in idle
File "pyglet\clock.pyo", line 696, in tick
File "pyglet\clock.pyo", line 303, in tick
File "ui\Incantus.pyo", line 316, in <lambda>
File "engine\GameKeeper.pyo", line 82, in start
File "engine\GameKeeper.pyo", line 114, in run
File "engine\GameKeeper.pyo", line 230, in newTurn
File "engine\GameObjects.pyo", line 15, in send File "engine\pydispatch\dispatcher.pyo", line 392, in send
File "engine\pydispatch\robustapply.pyo", line 47, in robustApply
File "ui\status_widget.pyo", line 852, in new_turn
AttributeError: 'PhaseStatus' object has no attribute 'screen_width'
I did adjust the setting to display FPS.
Consider what the new UI has in the main menu and you'll see why it crashes if it can't find that section.The Scientist wrote:also I had to add a section to my ini file as that is now mandatory apparently.
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Re: New special-super-ultra-awesome edition (Latest: v0.59)
by MageKing17 » 08 May 2009, 18:06
New version v0.59 available here!
For those of you who've been getting the internal releases, this is what I've been calling the "v0.6 beta", but I decided that v0.6 should be the new spell framework version.
For those of you who've been getting the internal releases, this is what I've been calling the "v0.6 beta", but I decided that v0.6 should be the new spell framework version.
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Re: New special-super-ultra-awesome edition (Latest: v0.59)
by Huggybaby » 08 May 2009, 20:54
That is awesome news, thanks MageKing. I'm sure it was worth the wait! Too bad I have to wait to play with it due to work. Anticipayyayshun.
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Re: New special-super-ultra-awesome edition (Latest: v0.59)
by MageKing17 » 09 May 2009, 08:04
Perhaps for the increased card selection. The engine hasn't changed much, aside from bugfixes (and yes, Marek, this is the version where Graft works).Huggybaby wrote:I'm sure it was worth the wait!
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Re: New special-super-ultra-awesome edition (Latest: v0.59)
by Huggybaby » 09 May 2009, 18:21
BTW, how many cards are supported now?
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