Mad Wizard
An original game by ubeefx
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Mad Wizard
by ubeefx » 12 Sep 2012, 18:42
Magarena 2012 is meant as an update for Magarena 1.11 and LE 1.13.
It can be downloaded on http://arena-card-game.googlecode.com.
You can check the readme to find out more about the latest release.
The version number represents the number of supported cards.
The MiniMax and Vegas AI difficulty level (1-12) now also determines the thinking time.
Normally the AI should not exceed this time by much and will make a forced move if necessary.
At the highest level 12, the AI has up to 6 seconds to find its move.
The deck strength calculator also benefits from this improvement.
There are a number of UI improvements, like the improved deck viewer and text information on card popups.
A new method to add cards is implemented, increasing the available card pool to over 3500 cards.
This is further improvent of the way cards are implemented in Dreamwalkers.
There is a Wiki page about this method on the project page : Rule Text Patterns.
It can be downloaded on http://arena-card-game.googlecode.com.
You can check the readme to find out more about the latest release.
The version number represents the number of supported cards.
The MiniMax and Vegas AI difficulty level (1-12) now also determines the thinking time.
Normally the AI should not exceed this time by much and will make a forced move if necessary.
At the highest level 12, the AI has up to 6 seconds to find its move.
The deck strength calculator also benefits from this improvement.
There are a number of UI improvements, like the improved deck viewer and text information on card popups.
A new method to add cards is implemented, increasing the available card pool to over 3500 cards.
This is further improvent of the way cards are implemented in Dreamwalkers.
There is a Wiki page about this method on the project page : Rule Text Patterns.
Re: Magarena 2012
by ubeefx » 21 Sep 2012, 10:27
For the next update I am working on a better way to add cards to the engine.
I am curious how many cards there will be supported, too soon to say.
I am curious how many cards there will be supported, too soon to say.
Re: Magarena 2012
by jeffwadsworth » 21 Sep 2012, 14:22
Sounds great.ubeefx wrote:For the next update I am working on a better way to add cards to the engine.
I am curious how many cards there will be supported, too soon to say.
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Re: Magarena 2012
by ubeefx » 21 Oct 2012, 20:50
At the moment 2410 unique cards are supported.
I am very happy with the new approach.
The code base even counts less lines than before.
That while almost 1900 new cards are available.
I am not planning to release 1.2 before I tested it for a while.
People who are interested can however find a beta executable and readme in the trunk.
I am very happy with the new approach.
The code base even counts less lines than before.
That while almost 1900 new cards are available.
I am not planning to release 1.2 before I tested it for a while.
People who are interested can however find a beta executable and readme in the trunk.
Re: Magarena 2012
by jmartus » 21 Oct 2012, 23:40
can you add these cards that are not in Magarena 1.30 to Magarena-1.31?
Re: Magarena 2012
by ubeefx » 22 Oct 2012, 15:14
Hi jmartus, can you compile a list with these cards and put them into the card wishlist.
The way cards are implemented is different so I guess someone will have to add them.
The way cards are implemented is different so I guess someone will have to add them.
Re: Magarena 2012
by ubeefx » 23 Oct 2012, 19:37
I created a Wiki page about this topic on the project page : Rule Text Patterns.
What I care about is that people can play this game instead of having to add cards.
Dreamwalkers had a similar goal, so I ported this idea to Magarena.
Nevertheless I understand the sense of excitement and involvement that adding cards can give when you see them working.
I had exactly the same feeling when adding the rule text patterns and playing with the newly supported cards.
What I care about is that people can play this game instead of having to add cards.
Dreamwalkers had a similar goal, so I ported this idea to Magarena.
Nevertheless I understand the sense of excitement and involvement that adding cards can give when you see them working.
I had exactly the same feeling when adding the rule text patterns and playing with the newly supported cards.
Re: Magarena 2012
by ubeefx » 24 Oct 2012, 20:21
I have a new release policy for Magarena 2012.
Whenever I do any significant updates, I will update the readme, jar and executable in the trunk.
I might also give a notice on this thread.
I have updated the readme with more information about this.
Currently there is a version available with 2412 cards. Enjoy.
Also you might have noticed I removed deck editing.
It is however still possible to use an external deck editor if you like.
There is already a full deck editor available in the official fork.
I want to keep this project low profile and having no deck editor probably helps.
Whenever I do any significant updates, I will update the readme, jar and executable in the trunk.
I might also give a notice on this thread.
I have updated the readme with more information about this.
Currently there is a version available with 2412 cards. Enjoy.
Also you might have noticed I removed deck editing.
It is however still possible to use an external deck editor if you like.
There is already a full deck editor available in the official fork.
I want to keep this project low profile and having no deck editor probably helps.
Re: Magarena 2012
by jeffwadsworth » 25 Oct 2012, 05:52
I tried out the build the other day. Very nice. The deck viewer layout is excellent. Looks like a remnant of your canceled project a while back.
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Re: Magarena 2012
by Aswan jaguar » 26 Oct 2012, 10:43
Welcome back to coding for your great project.
I don't have the correct pictures of tokens is it intended or I miss something?I have the tokens file but pictures are not loaded.
I don't have the correct pictures of tokens is it intended or I miss something?I have the tokens file but pictures are not loaded.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: Magarena 2012
by ubeefx » 26 Oct 2012, 20:51
The tokens are custom rendered. Disadvantage is that they look all the same. But for me it works.
I did this because finding good token images and making them downloadable is not always easy.
In the past I actually did not add certain cards just for this reason.
A solution could be that users can put custom token card images somewhere with a filename like "1/1 red Goblin".
I extended a trigger rule pattern to support the Hunted creatures from Ravnica, like Hunted Dragon.
I also added a pattern to support the deal damage equal to power activation, like Spikeshot Goblin has.
By some coincidence there are now 2424 cards available. Enjoy.
And easy way to install Magarena 2012 is to checkout the svn respository to some folder and then make a shortcut on your desktop to the executable or jar in the launch4j folder.
Each time you want the latest version, just do a svn update.
I can certainly keep adding rule text patterns and I will probably do when I feel like.
Each time there is a major set release would be a good time for an update, because the engine should already support up to 25 % of the new cards without additional coding.
I did this because finding good token images and making them downloadable is not always easy.
In the past I actually did not add certain cards just for this reason.
A solution could be that users can put custom token card images somewhere with a filename like "1/1 red Goblin".
I extended a trigger rule pattern to support the Hunted creatures from Ravnica, like Hunted Dragon.
I also added a pattern to support the deal damage equal to power activation, like Spikeshot Goblin has.
By some coincidence there are now 2424 cards available. Enjoy.
And easy way to install Magarena 2012 is to checkout the svn respository to some folder and then make a shortcut on your desktop to the executable or jar in the launch4j folder.
Each time you want the latest version, just do a svn update.
I can certainly keep adding rule text patterns and I will probably do when I feel like.
Each time there is a major set release would be a good time for an update, because the engine should already support up to 25 % of the new cards without additional coding.
Re: Magarena 2012
by ubeefx » 28 Oct 2012, 11:46
I added some more rule patterns so that Mikaeus, the Lunarch is fully supported.
This is certainly not a trivial card to add.
Also mana sources that deal damage to you are now supported like Adarkar Wastes.
The card importing is now much faster by dividing the patterns into categories.
2473 cards in trunk. Enjoy.
This is certainly not a trivial card to add.
Also mana sources that deal damage to you are now supported like Adarkar Wastes.
The card importing is now much faster by dividing the patterns into categories.
2473 cards in trunk. Enjoy.
Re: Magarena 2012
by Aswan jaguar » 28 Oct 2012, 13:12
We are struggling to keep up with the updates,you are on fire.
EDIT:I don't know if bugs about a card playing this version should go here or the main magarena bug forum,anyway when vindicate is played it loads the picture of Orim's Chant and the same shows on graveyard Orim's Chant pic appears.
EDIT:I don't know if bugs about a card playing this version should go here or the main magarena bug forum,anyway when vindicate is played it loads the picture of Orim's Chant and the same shows on graveyard Orim's Chant pic appears.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
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Re: Magarena 2012
by ubeefx » 30 Oct 2012, 21:36
A new milestone is reached, 2504 cards are now supported.
I added pattern support for Zombify, Repel and Inside Out type effects.
Switching power and toughness became possible thanks to the layer system implementation.
Also there is a bonus card that needed a custom target : Bladewing the Risen
I removed the explicit version numbering. The number of supported cards is a good enough indication.
Enjoy!
I added pattern support for Zombify, Repel and Inside Out type effects.
Switching power and toughness became possible thanks to the layer system implementation.
Also there is a bonus card that needed a custom target : Bladewing the Risen
I removed the explicit version numbering. The number of supported cards is a good enough indication.
Enjoy!
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