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CritterKiller32

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Everything posted by CritterKiller32

  1. They're placeholders for a model's painting progress; different columns to keep track of which models you own are owned, assembled, WIP, or fully painted. There will also be some additional filter options, so if you only want to build lists with your fully painted models you'll be able to do that.
  2. Why do you feel that this app is inherently less useful than The Breach? We're not competing, but if it's missing some critical functionality I'd like to rectify that. Is it the lack of saving/loading crews, aesthetics, links to references (summon cards, websites)? It's definitely still a work in progress and lots more stuff is planned. I agree about the limited usefulness without rules, as that's what the app is designed to be centered around. My original impetus for creating this (apart from wanting to learn Android programming) was that I hated having to constantly flip each card to get a model's full info. I wanted all the data on one screen. It's a shame I have to lock all of that out for the time being. The time I've spent manually typing everything into the database and all the typo checking has got to exceed programming time... With regards to the data resetting, that should definitely not be happening. The state of each of the pages is saved to the device's internal memory, and I'm sure The Breach handles it the same way. Unless the app's private data is deleted the data will remain there even through power cycles. Do other apps you've installed behave the same way? Is it possible you have an aggressive 3rd-party app that's trying to reclaim all the memory it can? 1. Definitely doable, but that's a niche utility that'll have to wait until all the core stuff is implemented. 2. I have plans to implement a detailed, multi-parameter search, in addition to the quick single-parameter filtering done now.
  3. Options are still being discussed internally at Wyrd; but currently they'd like all rules to stay locked. I'm hoping we can eventually work something out where full rules will become available. As I personally have the option of unchecking that 'Lock Rules' Setting (small perk that I have ) I know that it is immensely useful to have the rules at your fingertips; both for gameplay and when random list-building ideas strike and you want to quickly look up the rules of a certain card. Just preventing the popups is what I'm leaning towards, too. I'll probably have a small notification that confirms your click and just says that particular card's rule are currently locked (similar to the Toast when adding models to the new Collection queue) as that would mesh best when some cards are able to be unlocked in the future. Multi-pane view is something larger 6"+ devices have for more efficient use of screen real estate. It'll show your Crew life tracker right next to a selected model's rules, for example. If you take a look at the User Guide I linked in the first post there are some screenshots of this stuff on the last page.
  4. It looks like the full rules for Wave 1 & Wave 2 cards will remain locked for the time being. I'll be able to open up the Beta rules when testing for that starts up again in September. In the meantime, what do you guys think about how the essentially blank detail cards are handled now? The only additional data the popups contain are the base size. Would people prefer if a dialog did not pop up when clicked (assuming most clicks now are accidental since there's nothing interesting inside)? I could have it do nothing when clicked, or just show a small Toast that acknowledges the click but otherwise doesn't impact whatever you were previously doing. Or I could make another Setting to control this if people feel differently. And for the multi-pane view, what would you want shown in the 2nd pane. Just get rid of it for the time being?
  5. Just uploaded a fix. Sorry about that . V1.9: -Fix crash when entering Encounter acitivity
  6. New update! A few new minor features, a bug fix, and some clean-up. Your app should update automatically the next time it runs. v1.8: -Bug: Resolved issues with Encounter long click events -Collection: Easier to add models to your Collection. Dialog stays open. Each model you click is added to a queue, click 'Done' to add all models in queue to Collection; back button to cancel. -Encounter: Manually generate Standard Encounter (manual Story Encounter coming soon) -Crew Builder: If SS goal is <= 25; default to Henchman when selecting Leader -Encounter: When summoning a model, make 'summon-only' models appear in list (Mindless Zombie, LCB, etc.) -Encounter: Once two Schemes are Revealed/Scored disable revealing/scoring for other schemes -Rename 'Encounter' tab to 'Score' to work around word-wrap issue -Add Collection to all Options menus -Automatically update Upgrades pane after removing an upgrade from a model -Hide unused Rules Reference button on Home Page -Prevent multiple main Activities from being opened
  7. Looks like I goofed up the long click options for the Encounter Crews, so I'll fix that next release.
  8. Thanks for pointing that out. The Summon Model dialog shows the same options as the Hire Model, and since Mindless Zombies cannot be hired that's why they are missing. I need to go back through and make sure to add summon-only models to that list. As a workaround you can uncheck the 'Restrict' checkbox in the top right, then you have access to every model in the game.
  9. Great! Glad I could resolve the Settings page issue. To add multiple models at once swipe from right to left over a model to bring up a counter. I don't have anything in place that would interface with a printer. I have plans to be able to export Collections, game results, etc, but that's pretty far in the future.
  10. I'll add in the Collection Manager link in the Options menu; something I forgot to do when adding that page. When you try to generate new Encounter stuff I have a confirmation menu pop up only if either player has scored any points, so you don't accidentally misclick and lose your stuff mid-game. Otherwise it will generate without confirmation. I usually click it multiple times when starting a new game; makes no sense, but hey. I had plans to do something similar to the Malifaux Model Tracker where you can view a summary which shows the number of models per faction, total ss costs, # of painted, unpainted, etc. That's a little ways down the road after the Collection features is fleshed out a bit more. I agree 100%, especially for the Collection Manager. After adding a model I usually end up mistakenly clicking on the filter on the main Collection page thinking that it's the filter for adding more models. I plan on having the Add Model dialog stay open until you're done with all the adds, then you'd hit the Back button to commit them to your Collection. Also, I'd like to do a scroll bar that displays the first letter of the model at your current position, so when you do have to scroll you can find what you want quicker.
  11. 1) Android handles the width of these tabs automatically. I'm not sure how much control I can get over them, but I'll look into it. Does your phone have a hardware 'Options' button? On your platform the app automatically added the options software button (the '...' in the upper right) automatically. That's taking up some extra space, even though it looks like it has plenty of room to expand the tab... 2) Good idea; I've added that to my to-do list
  12. Minor update released. It should download automatically the next time you launch the app. V1.6: -Reworked Settings menu; should be more compatible with different versions of Android (let me know if it still shows up blank for those of you who were having issues) -Improved Faction colors; tweaked colors to better differentiate factions at a glance (especially Gremins/Outcasts/Ten Thunders) -Improved look of Multi-Add dialog -Bug Fix: Model details no longer pop up when clicking in the area of the ‘Score Totals’ title on the Encounter page V1.7: -Ensure all resources are freed when the application is closed No crashes since the v1.5 update, so it looks like all the initial bumpiness is sorted out! Next thing I'll be working on is selecting Deployment/Strat/Schemes manually since its been the most requested thing. I appreciate all the feedback & suggestions, and even if you're just lurking you're still collecting valuable platform compatibility/stability data! EDIT: Discovered that all resources were not being freed when exiting the application, so the distribution platform doesn't think that you've closed the app and won't trigger the auto-update. Please manually update one last time (to 1.7), sorry for the trouble. After this all updates will be automatic.
  13. Awesome! Glad you're liking it. I've already got a multi-model add feature in there. There's just no vidual indicator that it exists (looking for suggestions on how to make it obvious). On any dialog where you're choosing models, swipe from right -> left over the model you want to add and it will bring up a counter. Pick a number and they'll all be added at once.
  14. I seem to recall a rule (no book in front of me) that all measurements needed to be made from a model's base, including melee range. So a model with a 2" melee attack can only reach 2" from the ground rather than 2" + its Ht. My concerns with the 1" railing was if it adds to the effective range, as if the melee attack needed to reach up and over the railing.
  15. Here's a situation that came up that we weren't quite sure of the correct answer. Say I have a friendly model standing on the edge of a Ht 3 wall. An enemy model with an engagement range of 3" is at ground level and is standing 3" from the base of the wall. Are the two models engaged / can the enemy take a melee Action against the guy on the wall? Are engagement ranges measured top-down only, do you add the horizontal distance to the vertical distance (for 6" total), or is range measured at an angle? Say you add a Ht 1 hard cover railing to the edge of the wall. Does that affect anything or is it simply ignored because the models still have LoS to each other (assuming they are each Ht 2)?
  16. I didn't have time to investigate this last night. I'll try to track this error down soon. Anyone else seeing this issue?
  17. Just uploaded v1.5. Testers should have received an email notification about the new version. Download link in post #1 has been updated. No new features, just bug fixes: -Resolved Android 4.0.x compatibility issue -Some work to hopefully resolve other crashes -Build Crew: When selecting a different faction, stop the 'Add Leader' dialog from popping up immediately -Fixed 'The Mimic's Blessing' Upgrade hiring restrictions Let me know if your Collection Info was affected at all. I changed from a hardcoded database path to one determined by an Android API. Should resolve crashes some folks were having due to not being able to access the database. I don't anticipate any effect on user's whose 1.4 app was working just fine.
  18. I have plans on being able to add special edition models to your Collection (that will count as their official versions when list building). I'm aware of all the Malifaux special models. I could add in Puppet Wars models as well. (I was going to mention the Fall Schematic promos, but saw that it ended up getting cancelled...) I'm not familiar with Evil Baby Orphanage, what promos were released for it?
  19. Thanks! The Settings page shouldn't be blank; there are 4 checkbox Options currently. What version of Android are you running? I can check if there is an incompatibility with the APIs I'm using. Tonight is my Malifaux gaming night, but I'll shoot for an updated version tomorrow night that addresses the errors encountered so far. Thanks for testing, guys!
  20. Cool new stuff. The Summon List page is great. I was wanting something like that in my last game using Dreamer. Only thing I saw was a typo in the Menu: 'Stratgey & Schemes'
  21. Manual Scheme/Strat selection: Will add that to my list; didn't think about that for Tourneys and such which have predetermined values Upload images: I had model portraits at one point, but removed them when making it Copyright compliant. If they get permission to add them back in I'll have options to cycle between all the variant portraits, and possibly allow uploading of custom images. Clicking 'Score Totals' bug: Good catch, I'll fix that weird one in the next release Full rules are locked due to it being Wyrd's copyrighted data. If I unlocked them you wouldn't have to buy the Arsenal Decks I've asked Nathan to let me unlock the Wave 2/3 card stats for the time being since they are currently public knowledge. Long click on the model to bring up a Menu where you can remove it. It removes all quantity of the selected model. The Collection manager is just bare bones currently and a lot more work is planned. When I'm setting the color gradient background of the ListViews (which happens on pretty much every screen), I'm apparently using an API that was introduced in Android 4.1, so its breaking for 4.0.x builds. I know the fix for this and will resolve in the next release.
  22. That's how Scheme generation is supposed to work. Four Schemes are generated from two cards: one for each numerical value and one for each suit. He's just printing the full card's value in front of each Strat instead of breaking them up.
  23. Great point. Implementing multi-language support for the database will be a bear, but I should be able to do that for the main app fairly easily. What language would you like? I'll make sure to include it.
  24. Swipe from right to left over a model to bring up a counter to add multiples at once. Works in Collection Manager, Build Crew, and hiring during an Encounter. Not obvious that you can do this at all. Its mentioned in the User Guide, but those suck to read. Any suggestions how I could make this obvious?
  25. Saving & loading multiple Crew is on my to-do list. Shouldn't be too difficult now that I've got some experience with saving a Collection. Regarding Crew1 overwriting Crew2, I'm not able to reproduce on my devices. There was a bug like that a while back that I fixed, but haven't seen that since. What sequence did you follow? If you long-click a Scheme's name it brings up a menu where you can Reveal it for P1 or P2 (Red for Revealed, Blue if Unrevealed and points are scored), or you can store hidden notes for each player as well. Thanks for the feedback!
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