Poker Club [Quenched]

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Which version is easier to see the army numbers on?

Poll ended at Thu Oct 02, 2008 6:09 am

Version 12
2
22%
Version 13
7
78%
 
Total votes : 9

Re: Poker Club [Quenched]

Postby yeti_c on Wed Sep 17, 2008 4:02 am

Snowman wrote:Don't know if anyone has pointed this out but on the legend, a Full House is shown as being worth 9 armies but in the gameplay it seems to only give 8.


All of the bonuses are 1 out - due to limitations of the XML forcing me to award 1 army for territories held.

So - the +1 for territories +8 for the continent = 9.

If this limitation is removed I will recode the XML.

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Re: Poker Club [Quenched]

Postby Snowman on Wed Sep 17, 2008 5:05 am

Ah OK, gotcha. Thanks for letting me know
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Re: Poker Club [Quenched]

Postby BBoz on Wed Sep 17, 2008 3:25 pm

yeti_c wrote:RE: Club Royal Flush - Yeah this one has been pointed out I'm in 2 minds.
a) Leave it there as there have to be *some* ways of getting these bonuses.
b) Swap the Queen over to the right with another queen (possibly hearts). (I need to check the viability of that first though)


I agree, I think the Royal Club Flush seems to be a little easy. Rather than swapping the Queen, I think swapping the jack may be better. Jc with Jh. Considered the diamond, but you bunch up the straight flush over there pretty tight.
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Re: Poker Club [Quenched]

Postby danfrank on Thu Sep 18, 2008 8:23 pm

I assume this map is in beta because you want people to criticize it so to say.. I thought i read a post that commented on the top half being difficult to read.i agree. The perspective on this map should be from a top view and not from one that appears like your sitting at a table .. By making the perspective from a top view all territories(cards) will be of equal size and reading the map while playing will be easier.
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Re: Poker Club [Quenched]

Postby yeti_c on Fri Sep 19, 2008 2:50 am

danfrank wrote:I assume this map is in beta because you want people to criticize it so to say.. I thought i read a post that commented on the top half being difficult to read.i agree. The perspective on this map should be from a top view and not from one that appears like your sitting at a table .. By making the perspective from a top view all territories(cards) will be of equal size and reading the map while playing will be easier.


Disagree - completely - in fact the territories at the top are easy to read as they have a shadow on them thus making the number show up easier.

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Re: Poker Club [Quenched]

Postby Opera Man FL on Sun Sep 21, 2008 3:19 pm

Ok. Just played this for the first time and I like it. However, the member who won had a royal flush and only received 14 troops for it. The board shows 15 should have been awarded. Just some information so an error may be fixed.
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Re: Poker Club [Quenched]

Postby Opera Man FL on Sun Sep 21, 2008 3:21 pm

OK. Just read the explanation from someone who had a full house. You guessed; I didn't read the previous posts first.
:oops:
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Re: Poker Club [Quenched]

Postby yeti_c on Mon Sep 22, 2008 2:53 am

No worries - it is a shade confusing - but sadly the only way we can do it (at the moment!)

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Re: Poker Club [Quenched]

Postby BBoz on Mon Sep 22, 2008 7:02 pm

Yeti,

Any progress on some tweaks to the graphics to make things easier to read? It's really hard to find all your armies on this map and keep track of them.
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Re: Poker Club [Quenched]

Postby cazmart on Mon Sep 22, 2008 9:08 pm

Yeti,

I love this map. I have one suggestion and if has already been brought up then I am sorry for repeating.

Have you given any thought to using a 4-color card deck. If you play much online poker it is an option. I even own 4-color decks for my home poker games.

Hearts - red
Spades - black
Clubs - green
Diamonds - blue

I just think this would make the board easier to read by giving it better color separation....all that red just seems hard on my eyes. Anyway just a thought. Keep up the good work.
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Re: Poker Club [Quenched]

Postby HoosierMama on Mon Sep 22, 2008 10:48 pm

I'm currently in a game and we're "stuck". One player has free run of the board while 3 of us are trapped next to each other. I think we need more access to other sides of the map. Game #3256716
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Re: Poker Club [Quenched]

Postby yeti_c on Tue Sep 23, 2008 8:17 am

BBoz wrote:Yeti,

Any progress on some tweaks to the graphics to make things easier to read? It's really hard to find all your armies on this map and keep track of them.


I need to catch Widowmakers sometime to discuss this - but we seem to be like two ships passing in the night at the moment.

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Re: Poker Club [Quenched]

Postby WidowMakers on Thu Sep 25, 2008 6:03 am

Here I am. Let me talk to yeti and see what we can do.
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Re: Poker Club [Quenched]

Postby yeti_c on Thu Sep 25, 2008 6:08 am

OK We've done a new version of Poker Club with a tweaked background to allow for easier visuals...

V12
Click image to enlarge.
image

Click image to enlarge.
image


V13
Click image to enlarge.
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Click image to enlarge.
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And here's a comparison image (V13 on left = V12 on Right)
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Vote please.

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Re: Poker Club [Quenched]

Postby pamoa on Thu Sep 25, 2008 8:08 am

Sorry to say this but v13 doesn't seems to solve the readability problem.
I think the first step is to put in white all cards that do start as neutral, because it's part of the problem.
It's when you start a game and half of the map is white or worse 80% if it's with "fog" that you have problem in finding all your troops.
For me the problem is not the card bg color but the red and black figures, red above all.
They are graphically too similar with armies numbers and as you can not change the numbers you maybe can act on figure, but I don't know how for the moment.
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Re: Poker Club [Quenched]

Postby BBoz on Thu Sep 25, 2008 9:20 am

12 might be a little better, but would like to see the circles behind the numbers to be white so they stand out.

I would really like to see a map with single number armies, like 3's on everything with a mix in of neutrals if that was possible. The double armies helps them show up easier.
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Re: Poker Club [Quenched]

Postby yeti_c on Thu Sep 25, 2008 9:21 am

BBoz wrote:12 might be a little better, but would like to see the circles behind the numbers to be white so they stand out.

I would really like to see a map with single number armies, like 3's on everything with a mix in of neutrals if that was possible. The double armies helps them show up easier.


I'll put up some single digits ones later.

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Re: Poker Club [Quenched]

Postby HoosierMama on Thu Sep 25, 2008 12:03 pm

Gray scale would be perfect.
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Re: Poker Club [Quenched]

Postby yeti_c on Thu Sep 25, 2008 1:12 pm

HoosierMama wrote:Gray scale would be perfect.


What does this mean?

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Re: Poker Club [Quenched]

Postby BBoz on Thu Sep 25, 2008 6:20 pm

Yeti,

I fooled around on my own a bit and something else you may want to try is darkening up the reds on the cards. More to about a maroon color. It still is red enough that it doesn't look weird on the map, but is a few shades darker than the player army colors, so it looks like they show up better, at least in the little corner I tried it on.
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Re: Poker Club [Quenched]

Postby WidowMakers on Thu Sep 25, 2008 9:59 pm

pamoa wrote:For me the problem is not the card bg color but the red and black figures, red above all.
They are graphically too similar with armies numbers and as you can not change the numbers you maybe can act on figure, but I don't know how for the moment.
I really don't understand this at all. The card text colors (red and black) are only similar to the red 88's. I really find it hard to see how a red diamond card text makes yellow, cyan, blue, green ,magenta, gray and white hard to read. Please explain more.

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Re: Poker Club [Quenched]

Postby pamoa on Fri Sep 26, 2008 8:02 am

pamoa wrote:For me the problem is not the card bg color but the red and black figures, red above all.
They are graphically too similar with armies numbers and as you can not change the numbers you maybe can act on figure, but I don't know how for the moment.

WidowMakers wrote:I really don't understand this at all. The card text colors (red and black) are only similar to the red 88's. I really find it hard to see how a red diamond card text makes yellow, cyan, blue, green ,magenta, gray and white hard to read. Please explain more.

"only similar to the red 88's", well not exactly all numbers have a black border which should help to differenciate it from it's background but in this case it's blending with the black/white/red graphic language of cards. So maybe the sloution could be haing a color let's say pale blue for the card bg. I know I just said the contrary before, but I try to help thinking loud.
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Re: Poker Club [Quenched]

Postby HoosierMama on Fri Sep 26, 2008 2:37 pm

gray scale = shades of black & white
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Re: Poker Club [Quenched]

Postby yeti_c on Fri Sep 26, 2008 2:55 pm

HoosierMama wrote:gray scale = shades of black & white


Yes I know that - but how do you want it applied to the map?

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Re: Poker Club [Quenched]

Postby MrBenn on Fri Sep 26, 2008 4:19 pm

Perhaps the suggestion is for pale grey army shadows? I'm not too sure that would help though?
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