
UltimaRatio
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Yes, I see what you're saying, I think it's rather more simple; however, I also think that it could be a little bit too much hassle with the images(just slicing them I mean) and in that case you should make a js image preloader, so users wouldn't have to wait for them to load(as there'd be many images for all of the "circles"). I also suggest you use AJAX to make it +/- automatically, just for more functionality and flexibility; but that's just me :D
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I am a 100% sure that it is doable, as I myself made a similar concept a while back. You'd go about achieving it by doing something like this: a div tag or a table cell, inside of which is going to be the % displayed(text) cell would have dimensions of the entire circle image(w/out any "filled" stuff, just a gray circle) set that image as the background overlay(absolute positioning works) a .png image of the "fill" stuff w/ transparent background(so it'd be just a blue circle) and have some fun w/ math and how you want it to change(horizontally, vertically etc.) :) Hope it helped a little.
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I can bet that it was painted by hand. 2d. But it could have been done in 3d without any problems, in fact, it would have been very easy. But to achieve those smaller details such as trees, ground it would have been retouched in photoshop. I do that to all of my 3d work, for it is much more simple to quickly post prod. it in a 2d software, rather than (let's use trees as an example) paint all of the textures for the low poly meshes of trees.
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the second template is much better! :) I think that the shade of the content/side menu background doesn't quite match with the header part of the layout, but that's just me. May be something a tiny tiny tiny bit brighter and a little more saturated could work.
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EditPlus. I did use notepad++, but i find editplus to be more useful for me :]
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Ok so this has been posted before, but I CANT FIND IT
UltimaRatio replied to Joshua's topic in General Discussion
Well, to be honest, I've never seen/worked/coded the McCode stuff..... So my "advice" is not exactly useful :P But, if you have a percent, you can easily convert it into a fraction out of 100(lets say).(percent already gives you a fraction out of 100) Ex: you have 9.65%; it is equal to 9.65 out of 100 (9.65/100) If you have the numbers, you can easily convert it into percents.(numerator divided by denominator = percent) Ex: now you have 25 whatever, your maximum is 100; 25 / 100 = 25% Don't get mad if it's not what you asked for :) And then, you can simply echo off both of them wherever you want. echo $stat[percent]."% || ".$stat[now]." / ".$stat[maximum]; where $stat is your variable with the energy/brave/etc; percent = %, now is what you have now, maximum is the maximum amount. Yeahhh.... ~Ultima P.S. I'm bored, so don't mind my childish explanation, don't have anything better to do. -
Actually, I have the same idea in my game, well, almost the same. There's a day and there's a night. There are also seasons(long winter, long summer(still working on the concept :P )). And all of these things, affect the speed of a transitions between locations, loot, the NPCs that are on the outskirts of the settlement/fortress, profession drop, etc.(thinking about having weather, but that's a whole other story) As for your question. Timezones and not only timezones, are a pretty big thing in this idea. It's pretty easy to fix in JS and make it for an individual player; but if a player lets say fights another one, then, their bonuses will not match. So that gets crossed out. You could clearly use server time, but that's a little uncomfortable for players from other timezone. Actually, not as uncomfortable, as frustrating. Because they might never get a chance to play during night or day. Shortening a day cycle within the game is a pretty good idea, how did I not think of that? But then, some of the realism sort of falls out(or maybe it doesn't). If it is a fantasy game, then you could write a legend about the world. And say that because of the speed of the planet's rotation caused by blah blah blah(or it has 3 or 4 suns), the days are shorter, or something like that :D
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Re: What Characteristics? Thank you for your responses. I guess that I shall begin with a mediocre VPS and see how it's going to work. In the beginning my target is an online of 45-90, but as it grows each day, I guess I'll go for a dedicated =)) The only problem for now is my budget.
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Re: login review Overall it looks good, but, i don't think that the input fields work out very well. Some interesting shiny border could help, without it, it sort of appears out of nowhere and just doesn't go with the layout itself.
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Re: [Review] Avalon pretty good layout, looks good. And the login page sort of gets the visitor interested(if that makes sense). Overall, good game.
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[REVIEW REQUEST] - Killah-City.net - Please Review
UltimaRatio replied to Zero-Affect's topic in Browsergames
Re: [Review] - Killah-City.net - Please Review The layout is relatively good looking. The colors go together very well, they don't hurt the eyes and they don't distract from the game. Although, the font color could be just a tiny bit lighter. And the bars(energ, will etc.) sort of mix with the background image(a small border could do the trick). -
Hello, I have a question about server characteristics needed for fast work of my game. What is the ideal amount of Ram/CPU/etc. for an online of 40-60/70-100 users? There are many(quite a few) queries to the database in the game, therefore, it needs to be able to run relatively fast with an online ranging from 45 to 90 users(for now). How much would it cost/month(estimate)? Thank you, Oleksiy P.S. And also, does anybody know if someone is offering free VPS?
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Next Generation Browser Game Engine - Input Request
UltimaRatio replied to mdshare's topic in General
Re: Next Generation Browser Game Engine - Input Request I am not at all exaggerating Md's engine. This is simly what i noticed on this forum a lot, most people use some engines and than, they simply modify it a lil bit. And I was just giving my personal opinion on the subject. As for the "uniqueness". Everyone must have at least an idea/vision of what an ideal game is. Or if you don't, try to come up with something interesting. If you think that the idea is worth spending your time on it, than look for help from others(not in coding, but rather in: testing, game design, graphics etc.). Or do everything by yourself. It does not matter if it's "horribly" or "excellently" unique, it still is unique. If you're devoted to the idea, than it'll come out great! -
Next Generation Browser Game Engine - Input Request
UltimaRatio replied to mdshare's topic in General
Re: Next Generation Browser Game Engine - Input Request My personal opinion, is that there should NOT be ANY, game engines available for download!!! These game engines simply give noobs, that only know how to declare a variable in php, create a game. And that game will be absolutely(!!!) no different than the other games made from that engine. It's just a waist of your time, for your game won't be any different from tens of others. A game HAS to be unique!!! A game has to be designed and coded from scratch!!!!!!!! Players don't want to play the same game only with different graphics all the time; players want a variety of ideas, where they can choose what genre/type of game they want to play. I have never used any engines, i have only been working on one game for 1 year and 8 months now... And I am going to spend 2 more months coding it, but I'll be sure that there is no such game on the English speaking web -
Re: Tips to owning a game I think that admins should play the game! It is clearly understood that the administrator will have the advantage over EVERYTHING in the game! Admins must interact with their players, it is crucial for project's success. However, they should not get an advantage if the game has rating/rank system. But, if it's an RPG, then they can have any advantage they want, as long as they don't actively participate in PvPs.