Recent Posts

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2
Fixed Bugs / Re: Arena deck mark changing
« Last post by Fortis on Today at 01:25:43 AM »
Sorry, no. Still not working. Also, now the Arena1 and Arena2 buttons aren't working either. When I click on them, the buttons vanish and I get

ReferenceError: user is not defined, https://etg.dek.im/bundle.main.js, 1, 23143, ReferenceError: user is not defined

and

ReferenceError: user is not defined, https://etg.dek.im/bundle.main.js, 1, 23143, ReferenceError: user is not defined
3
Fixed Bugs / Re: Arena deck mark changing
« Last post by serprex on Today at 01:05:13 AM »
https://github.com/serprex/openEtG/commit/ecb03665ec608d55ac2baf1eb31ee3198f5eb57c

Developed linked commit it this morning, pushed just now. It may fix your issue
4
Fixed Bugs / Arena deck mark changing
« Last post by Fortis on April 26, 2018, 11:28:22 PM »
So, I was attempting to submit an Arena deck (level 1, all un upped cards) and whenever I went to save and submit it, the mark kept on changing to death. It was originally gravity, but I tested it with each and every different element of mark, and they all become death.

Edit: Also, just tested this, but changing the cards in the deck didn't affect this issue. Just in case it's relevant, I got the card 'Plate Armor' in the random draw today.
5
Game Bugs / Re: Update deck code
« Last post by Chapuz on April 26, 2018, 01:10:56 AM »
Updated
6
Air / Re: Buff Draft
« Last post by Chapuz on April 26, 2018, 01:08:00 AM »
Time to make one or two more decks the the League mwahaha
7
Decks / Re: Aflastatic OTK
« Last post by serprex on April 25, 2018, 11:42:44 PM »
As loved as this combo is, cg took stats, & with practice was getting 5 ouei vs DG

RIP

Long term I'd like to transition game actions to submit state transitions to a stack, & these game mechanics will become hopefully less arbitrary
8
Air / Re: Buff Draft
« Last post by serprex on April 25, 2018, 10:44:34 PM »
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Game Bugs / Re: Update deck code
« Last post by serprex on April 25, 2018, 08:58:46 PM »
More correctly: deck code doesn't save during transition when changes come from outside the editor view
10
General Game Discussion & Suggestions / Menu Redesign
« Last post by Chapuz on April 25, 2018, 08:20:17 PM »
The moment a new player logs in, what they see is a sea of buttons that can be pretty unintuitive to navigate in (even if it had a tutorial).
This is the place where I throw my ideas about how to redesign the menus. A new menu system will make the game more organized, it will make easier to add new features in the future and newer players would need less an introduction tutorial for every detail they see.

The key of the redesign is easy: Separate the main menu in submenus. I sketched 2 ways to do it: by tabs (my favourite one) and by big buttons to submenus. Spex liked the tab system so I'm going to expand my ideas of it.
Do you know Battlecry form Kongregate? If you don't, have a look at it. Just half an hour. It has a simple and useful tab system that let you see a lot of information in an organized manner, and also a neat and beautiful way of displaying the tabs and saving armies (decks in oetg)

So the main menu is divided in tabs. Each tab can be considered a "sub-menu" of a particular feature or group of features of the game.
To make the player feel comfy, psychologists say that the amount of tabs in a manu like this should be between 5 and 7

What needs to be defined first is the concept. Only after this is defined comes the pixel perfect.
The sketch I was brewing has the following tabs:
  • Barracks (decks)
  • Collection (Your cards, upgrade)
  • Market (buy packs sell cards and trade stuff. Also potential future Auction House)
  • Tavern (PvP)
  • Battlefield (AI play: Arenas, Quests and any future AI)
  • Chat (because the sidechat won't always be there, right?)
Spoiler for Base Concept:


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