finol-digital / card-game-simulator Goto Github PK
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Home Page: https://www.cardgamesimulator.com
License: Mozilla Public License 2.0
Create, Share, and Play
Home Page: https://www.cardgamesimulator.com
License: Mozilla Public License 2.0
This is an intermittent issue:
Sometimes, the Game Download Progress bar will freeze. I've only noticed it when downloading Decks, and when it happens in the Unity Editor, there is a cryptic error message that relates to co-routines.
Can we move the entire Game Download process away from co-routines to async/await resources?
Describe the bug
Card moved from hand to Stock disappears
To Reproduce
https://www.reddit.com/r/CardGameSimulator/comments/ox0w9n/a_few_notes_and_ideas/
Expected behavior
Card should go to top of stock instead of disappearing
Additional context
Android LAN
CGS will create the PDF file, but it will fail to automatically open it, so the user has to manually navigate to the file to open it.
You are sharing our Tool "FileBrowser" in your repo.
This is not allowed, since it's a paid asset and not open-source:
https://assetstore.unity.com/packages/slug/98713?aid=1011lNGT
Remove it immediately or we have to issue a DMCA takedown of your repo!
Hello,
I found an article "Why should Unity game developers use static analysis?" where an author checks your project using static analyzer. Perhaps, it will be interesting for you to see suspicious code fragments the analyzer found. Hope this will help you to make your code better :).
Describe the bug
When a card is flipped over another user is able to view the name and the card.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
When a card is flipped over I would expect only for the owner of the deck to be able to see the card name and contents.
Describe the bug
Per YouTube comment , if both host and client are on Android, then only the host can see and interact with cards.
Expected behavior
Both client and host should be able to see and interact with cards.
Describe the bug
The application frequently freezes when loading images. If I have to load 5 cards on the screen, the entire application will show that it's not responding then. After about 1 - 2 minutes it will eventually load, this is even worse the more cards I attempt to view at once.
This is causing me numerous issues when I begin attempting to play with someone. If we have to search our deck, the application will lock up and in some cases will drop a user from the game session. This causes them to lose all their progress, in some cases they can rejoin but do not see board pieces that had been previously placed.
As the host when I went to search my deck, my application locked up and this shutdown the entire lobby. Also wiping the entirety of the board state.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I would expect to be able to view these images without any more than a 1 - 2 seconds delay.
Screenshots
If applicable, add screenshots to help explain your problem.
Desktop (please complete the following information):
Desktop (please complete the following information):
Additional context
The problem occurs for both me and my friend who are attempting to use the application. We have different operating systems, but the experience is the same on both computers. When loading a card, or deck the entire application locks up and freezes.
Describe the bug
With cards in Hand and in multiple (2+) Drawer tabs, when closing one of the Drawer tabs other than the one immediately next to the Hand, the incorrect cards disappear and the count for how many cards in each tab gets messed up.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The Drawer with the correct cards to still be there.
Hand should have 1
Drawer1 should have 1
Drawer2 should still have 2
(Drawer3 was removed/closed out)
Screenshots
If applicable, add screenshots to help explain your problem.
Desktop (please complete the following information):
Smartphone (please complete the following information):
seems to work fine on Android pixel 6
Additional context
seems like if all the open Drawer tabs were a linked list, that the game is always deleting the card images from an incorrect node of the list and propagating the images over, but handling the number of cards that's supposed to be in each tab correctly. I have only encountered this with a desktop pc's browser for playing in web mode. Using the phone app CGS seems to be fine.
Awesome job making this! I'm having lots of fun playing with it. Is there a way to have more than one CardBack for different decks? As I understand it, the CardBackImageUrl is the only pic for a cardback, and acts as a global back image for all cards. Is there, or can there be, a way to have another image for all cards of a certain SetId?
Many thanks!
Describe the solution you'd like
To be able to see multiple decks on the table with different cardback pictures
Describe alternatives you've considered
i dunno, i'm a newb
Additional context
Add any other context or screenshots about the feature request here.
Hi! Keep this good work, man!
I have a request, if it is possible to build, off course.
I've been using Card-Game-Simulator, because I have to build a game related to logic thinking for my doctorate.
The problem is, the concept behing playing against other player online is based on some other games like yugioh, magic, where it is ok to have the vision on player 1's side mirrowed.
But on my case, it will be pretty difficult to play if cards were not correct displayed like they're played. Is there a way to implement this?
What I want is, player 2 will see exact the same as player 1. If I play something on the left of the playmat, this will be displayed at left for player 2 too.
When trying to import a banner image for a game, the file open dialog keeps popping up indefinitely regardless of whether you select an image or press cancel. The app must be terminated from Task Manager to exit the loop.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The file open dialog is closed.
Actual behavior
The file open dialog pops up again and again, indefinitely. The title of the dialog is "Select Card Back Image File" and chosing an image changes the Card Back, even though I clicked the button for importing a Banner. Seems like the first time the dialog pops up, it changes the Banner, but on following dialogs it changes the Card Back.
Desktop:
Is your feature request related to a problem? Please describe.
I would like to define a number of cards to draw to my hand. I could not find a way to do this within the existing application.
Describe the solution you'd like
I would like to be able to right click on the card, then select Draw multiple cards.
I should then be prompted to enter a number, so I can draw X cards.
Additional context
This is useful for Trading Card Games that have card effects which cause you to draw 2 cards.
This is useful for the start of game, when players need to draw 6+ cards to their hand.
Only seen it on mobile device. Suspect that something about the orientation change is causing the CardGameManager to call the action() on those twice in one frame.
See FIXME in CardModel.cs:
WILL SOMETIMES CLICK ON A NONTRANSPARENT PORTION OF A TRANSPARENT IMAGE, AND THE CLICK DOES NOT REGISTER
Describe the bug
I have card images at a resolution of 250 x 350 pixels and set the card size to 2.5 x 3.5 inches.
This corresponds to the 100 PPI described in the instructions.
Still, when importing them, the cards are displayed so large when "exploring cards" or "building decks" that the whole screen is taken up by just the upper half of a card.
Describe the bug
Local Discovery not finding LAN game on Windows
To Reproduce
Host Local game
Try to join from Windows Client
Expected behavior
Local Games should be able to found if on the same LAN
Use the latest LTS Unity version, and replace Mirror with Mirage
Describe the bug
When rotating a card in a multiplayer lobby, other users do not see the card being rotated.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I would expect the card state to be consistent for all users, if a card is rotated everyone should see this card has been rotated on the board.
Comment by /u/dwsmarter at https://www.reddit.com/r/CardGameSimulator/comments/ib5njc/multiple_decks_to_draw_from/
When I tested, the Ctrl+V, the app froze for me.
Describe the bug
In the android app, when selecting a dice, deck, or token in either single or multiplayer modes, tapping delete does not remove the item. I also tried dragging the item over delete as well, same behaviour. Once the button is tapped, the pulldown menu (with the dice +- and delete button) disappears but the item remains on the playing field.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The item should be removed from the playing field.
**Platform
Additional context
Great software, thank you for your efforts.
Describe the bug
Not able to easily put a card face down on the table.
To Reproduce
double tapping the card while it's in my hand doesn't turn it face down, and playing it on the table keeps it face up
Expected behavior
Double-tapping should turn the card facedown
Additional context
Android
It would be great , if you also list the dependencies for this to run.
Describe the bug
cards in your Hand disappear even tho the number for cards in hand are still there.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
For the Drawer to go away but any cards in Hand should still be there and visible
Screenshots
If applicable, add screenshots to help explain your problem.
Desktop (please complete the following information):
Smartphone (please complete the following information):
seems to work fine on Android pixel 6
Additional context
But on Win10 desktop chrome, seems like any tab (Hand or Drawer) that you are looking at, when you close some other Drawer (even if it's empty), the cards you're currently looking at will disappear with the number for how many cards were in there still remaining. I've tried minimizing/maximizing the Hand/Drawers, Adding/removing other tabs, and can't seem to bring them back.... this might be connected to a slightly different issue regarding drawers being crossed. Will make another report.
Maple is a subsystem that receives external data via its PubSub interface once Maple has been initialized. The PubSub interface takes "payload" objects, and subscribers should process payloads with polymorphism. The payload types are defined in /Maple/PubSub/Payloads.cs.
To receive user input, the parent system should send input information to Maple in the form of a FingerSlidePayload
. The destination is open for discussion, but I suggest sending to the topic path Ingress.Input.FingerSlide
.
Once this task is completed:
If a player hosts an internet-connected game without having set up port forwarding beforehand, the app will freeze up for a bit before showing the port forwarding warning message.
This freeze up should not happen.
Text Mesh Pro seems to be dropping characters when displaying text in the New Deck and Save Deck input.
FEATURE REQUEST
Is your feature request related to a problem? Please describe.
Some of the games I play need counters, like placing a dice set to 5 on the card to signify +5 to the card. In the current system, I need to set the dice by tapping + and - a bunch of times from whatever random value it rolled to when I created it, particularly with large numbers like 15 which would use larger dice or multiple dice in real life.
Describe the solution you'd like
Allow players to set a value to the dice, with either an entry box for typing or larger increments for the + - buttons when setting the dice (such as +5, +10, etc), so that they can be used as counters. Preferably, there would be a tickbox to disable rolling the dice (to prevent rolling by accident when double tapping in android, allthough this is optional since I could just turn that off in the settings menu), and also the value should be able to surpass the max value of the dice (for example, spawn a dice and set it to 15, regardless of the faces setting in the settings menu). This could also be done with a seperate game object, if going past the number of faces set in the settings menu is a problem. Negative numbers (or, alternatively, dice colors that can be set per-dice) would also be nice for delegating different kinds of counters, but don't want to ask for too much :)
Describe alternatives you've considered
Implementing counters seperately, spawning large numbers of tokens, or have "decks" of counters and simply search the deck when needed.
Additional context
Was just submitting a bug and thought I'd chip this in as well. I'll work around it for now though, I can still play with regular dice, just a bit more tedious :) . Love your app, excellent work. Thanks.
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