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Feature List & Feature Request


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dafatdude



Joined: 26 Apr 2005
Posts: 14

PostPosted: Wed May 30, 2007 11:05 pm    Post subject: Reply with quote

I think another good feature would be a "Save Layout/Theme" function.

The themes that come with the application dont really fit well with my widescreen monitor. It's reasonably easy though to turn of the lock on the widgets around the screen and move them to the right location but it would be cool to be able to save those positions as well.

I dare say this is lower on the priority list though, i think functionality and speed should take precedence over "nice-lookies", at least for now Very Happy

Great job by the way, looking forward to your next release.
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Strangla



Joined: 11 Jan 2007
Posts: 16

PostPosted: Thu Jun 07, 2007 9:48 pm    Post subject: Reply with quote

kikimikejiki wrote:
in solitaire mode im not sure if this is the same for real games but i can scroll up and down which is weird and also i can move like the life point and mana count bars around which is rly weird so that i think is bad



Ok the colored circles on the right side of the middle of the screen is NOT mana counters.

They are

+1/+1
+1/+0
+0/+1
Time
Charge
etc.

counters


Come on people look at the damn thing before bitching
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dafatdude



Joined: 26 Apr 2005
Posts: 14

PostPosted: Mon Jun 11, 2007 1:10 am    Post subject: Reply with quote


-In solitaire mode, go into Themes > Loaded Themes and select one. The next time you go into that menu the list is written to the menu twice. ie:

default
default 1024x768
default 1280x1024
default
default 1024x768
default 1280x1024

Fixed!



-When you right click to "edit in place" an item in the game window, the box is too small to show the name of the area your editing in the title of the window. I think the window should be made slightly bigger to be able to show users what they are editing

Fixed!



-Is there a way to load the other players deck in solitare mode? This didn't seem very intuitive to me, perhaps when in solitaire mode you could have another menu with solitaire only features, like, load a deck for opponent etc.

Fixed!



-I think a good feature would be a "suspend" item in the right click menu in both cards in hand and also, cards in play. A dialog box would then appear asking the user to choose how many time counters to put on the suspended card. Also, suspended cards should not be put in the stack

Fixed!



-The right-click-and-drag targetter should be able to target a player. For example, a player plays a rift bolt. He or she then right clicks and drags the arrow onto the name of the player they are targetting. Similar functionality is found in MWS
Fixed!



-I think the X in the colorless mana bauble in the players information box is confusing, it almost looks like an undo button. Perhaps a different shape could be considered instead, like a circle or a square. An X in my opinion sort of implies "cancel", "undo" or "error"

Fixed!



-The right click token's menu should open the screen after a token is created. This would help out people playing cards like empty the warrens. The user could create 12 goblins for example by simply clicking 12 times on the goblin token menu item instead of right clicking and going to goblin (13 clicks versus 24). Either that or provide some way for the user to say how many tokens they would like.

Fixed!



-If possible, putting a +1/+1 counter would alter the card's PT on both the table and the card view box. For example, putting a +1/+1 counter on a Llanowar Elves would make it appear as a 2/2 on the table and also the card viewer on the right

Fixed!



-I can't seem to edit in place the card preview window.
Not much to edit there yet



-It is possible to drag counters onto the top card of your library next to your hand and also onto the cards in you hand. Doing so actually puts this text into the chat window, giving your opponent the name of the cards in your hand.

Dont worry about the opponent seeing the cardname, the name is only "printed" when a player sees a card face up, like you do for your cards in hand, oherwise it's printed as "A Card"



-Lastly, all password fields I came across in the lobby (server manager, connect to server) displayed your password in plain text. This should be a password field and hide the password from view.

Fixed, favorites.ini is encrypted also
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Strangla



Joined: 11 Jan 2007
Posts: 16

PostPosted: Mon Jun 11, 2007 3:56 pm    Post subject: Reply with quote

Over all the engine seems to be coming along greatly.


Thanks again for making this
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dafatdude



Joined: 26 Apr 2005
Posts: 14

PostPosted: Mon Jun 11, 2007 6:35 pm    Post subject: Reply with quote

Jorbes,

The INI file will be unencrypted, but the best way to store the password would be a one way hash.

Not sure how it's done in this language, but in .NET you would convert the password's plain text to a 24/32/64 bit Hash, like MD5 or something similiar and store it in the INI file.

Then, the next time the user tries to log in, the password he or she enters is run through the same hashing algorithm, and is compared to the MD5 stored in the INI. obviously, if hashes match, then the passwords match.

Another thing i noticed is that the colors are all stored as 6 character Hex values. Ultimately, this should be replaced with a color picker instead of manually typing in the values. Perhaps change the on click handler to open another dialog?

Looking forward to another release so i can do some more testing Very Happy
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Jorbes



Joined: 14 Feb 2006
Posts: 187
Location: Netherland

PostPosted: Tue Jun 12, 2007 4:23 am    Post subject: Reply with quote

dafatdude wrote:
Jorbes,

The INI file will be unencrypted, but the best way to store the password would be a one way hash.

Not sure how it's done in this language, but in .NET you would convert the password's plain text to a 24/32/64 bit Hash, like MD5 or something similiar and store it in the INI file.

Then, the next time the user tries to log in, the password he or she enters is run through the same hashing algorithm, and is compared to the MD5 stored in the INI. obviously, if hashes match, then the passwords match.

Another thing i noticed is that the colors are all stored as 6 character Hex values. Ultimately, this should be replaced with a color picker instead of manually typing in the values. Perhaps change the on click handler to open another dialog?

Looking forward to another release so i can do some more testing Very Happy


Hmm, maybe i'll just encrypt the whole fav.ini file.
Anyway, protecting your password seems to be your own responsibility, just like any other password you have for email/etc.

I'll try to cook up a color picker component this weekend, seems like a good idea.
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dafatdude



Joined: 26 Apr 2005
Posts: 14

PostPosted: Thu Jun 21, 2007 7:42 pm    Post subject: Reply with quote

Another feature i thought of that i think is pretty important.

Proxy support!

I can't see anywhere where i can enter details for a SOCKS4/5 server in order to connect the server
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Jorbes



Joined: 14 Feb 2006
Posts: 187
Location: Netherland

PostPosted: Fri Jun 22, 2007 3:30 am    Post subject: Reply with quote

dafatdude wrote:
Another feature i thought of that i think is pretty important.

Proxy support!

I can't see anywhere where i can enter details for a SOCKS4/5 server in order to connect the server


brrrrrrrrrr, do we really need that?
It would be a great way to evade an ip ban, wich is not a good thing.
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dafatdude



Joined: 26 Apr 2005
Posts: 14

PostPosted: Fri Jun 22, 2007 6:04 am    Post subject: Reply with quote

I disagree.

Anyone at uni/college will have to do this. Not to mention some users behind a firewall. This feature is present in MWS.

While it MAY present the potential to avoid an IP ban, i think you'll be cutting off a lot of users if you leave this feature out.

Just a thought.
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dafatdude



Joined: 26 Apr 2005
Posts: 14

PostPosted: Fri Jun 22, 2007 6:06 am    Post subject: Reply with quote

soz about double post. ML servers are dodgey Smile
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Jorbes



Joined: 14 Feb 2006
Posts: 187
Location: Netherland

PostPosted: Sat Jun 23, 2007 2:55 pm    Post subject: Reply with quote

Ok, I'll look into it.
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Samyueru



Joined: 16 Aug 2006
Posts: 16

PostPosted: Wed Aug 08, 2007 4:14 pm    Post subject: Reply with quote

When you use the "show seperate combat area" option (ie, show the "red zone") you can no longer see your hand. This is probably a bad thing.
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GewoonDaan



Joined: 24 Apr 2007
Posts: 3

PostPosted: Thu Aug 09, 2007 5:39 am    Post subject: Reply with quote

I would like to see an individual card draft statistic. So that you can see what the average pick is for a card. (So you have a value from 1, which is very good to 15, which is very bad)
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Jorbes



Joined: 14 Feb 2006
Posts: 187
Location: Netherland

PostPosted: Thu Aug 09, 2007 7:06 am    Post subject: Reply with quote

Samyueru wrote:
When you use the "show seperate combat area" option (ie, show the "red zone") you can no longer see your hand. This is probably a bad thing.


Yes, its not very nice indeed.
However this option was intended for "complex" combat situations. By using the seperate combat area, you cut of a large part of the screen-area that was used for play.
This play-space-height however can't be reduced (this would bring 'up' your hand), therefor the issue cannot be resolved easily.

One advise would be to define a theme where the seperate combat area does not hide your hand or to use the hand icon in your player panel, to see the list of cards in your hand, this list should have the same drag and drop / rightmouse click interface as the actual cards-in-hand cards have.

PS: The seperate combat area is a user specific setting and will not be part of the theme configs, this will change so you can easily switch themes when you want to have a seperate combat area (noted in todo list)
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Jorbes



Joined: 14 Feb 2006
Posts: 187
Location: Netherland

PostPosted: Thu Aug 09, 2007 7:10 am    Post subject: Reply with quote

GewoonDaan wrote:
I would like to see an individual card draft statistic. So that you can see what the average pick is for a card. (So you have a value from 1, which is very good to 15, which is very bad)


I think you want to have all this data from all players right?
That means this could be a feature for the server (that handles picks for all players and obv. handles cardpools also, so cheating will be impossible)

It is possible to have a list of all the cards ever "drafted with" and give them an average pick rating.

So a card that is picked first in a booster will get 15 points added (then devide by the total # of times this card was picked to get the average)

The server can then export this list to a webpage or something.

So yes, it's possible. (remind me of this feature when drafting goes beta and I forgot about it)

PS: Do note that this does not strictly tell you wich cards to pick as the points awarded dont reflect the other cards in that same booster (you could pick a crappy first pick, just because the rest of the cards was even worse.. it would still get 15 points)

Another way to go is by neural network, but with 15 cards per booster and over 7000 cards in total, this database would be ... the size of lets say..... hmm... your entire videostore, all movies converted to raw avi.
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