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sniko

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Everything posted by sniko

  1. sniko

    GetWebGame service

      Are you implying you, or somebody you know, has made a little fortune with MafiaCreator? Donations = Profit. Business is about profit. No profit = No Business.
  2. sniko

    Crons

    I'm not sure we fully understand eachother. For example, if someone is quite an AFK member, and trains their stats up, thinking "energy" will be refilled to maximum after x timeframe, and it hasn't - it may cause them to quit the game entirely, as they would think it's a glitch in the game mechanics (needing to be active to allow regains of stats).
  3. sniko

    Crons

    Some users may come online to spend their will points, and go AFK for an hour or so (waiting for it to be refilled). As no pages are being requested, updates are not happening, therefore, it will update once when they log in. They soon realise they cannot go AFK and come back to train at full will points, and eventually, may quit. - - - Updated - - -   Some users may come online to spend their will points, and go AFK for an hour or so (waiting for it to be refilled). As no pages are being requested, updates are not happening, therefore, it will update once when they log in. They soon realise they cannot go AFK and come back to train at full will points, and eventually, may quit.
  4. Oh yes, definitely! Social sharing (Twitter, and Facebook (mainly)) are overlooked on most aspects of games, especially to mark and share progress. For example, I level up to level 10; why isn't there a share/tweet button to boast to my friends? Harnessing the power of "today's technology" is actually pretty simple, considering they all (the major sites, anyway) provide a simple API to get started, and will boost your sites user base by a considerable amount.
  5. Introduction It's a horror, working on your game (or product) for x timeframe, and not seeing it come to its full potential. Perhaps you've succumb to setting a referral competition (although, I guess they are fun... *sigh* ) and inadvertently ruining your game economy, and then making it ever harder for yourself to get your game back on its feet with damaged game mechanics. With this (untested (by myself at the time of writing), but surely "to work" theory), you will be able to fetch those players that have most interest in your product, and even profit from it! (Although, an initial investment of time (and possibly financial investment (depending on your skill level and assets) is required for this to work (like anything else in life))). The concept The concept is pretty straight forward - I'm actually surprised that I've not come across this myself in browser games. [highlight] Reward your players for "marketing" for you. Not a one off reward (like the competition idea I talked about earlier), but a bunch of rewards (ranging in higher value as their progression of "marketing" for you enhances.[/highlight] * I use the term "marketing" loosely. I simply mean the process of 'word of mouth', advertising your product. Simple, right ? Putting it into practice By now, lets assume you have a game running, with a populated database of assets (items, stats, etc...) and you want to harness what's been said in this, effectively - without inadvertently giving your users game changing items early in the game, and effectively, breaking your own creation. Here's an article written by a_bertrand, which should be taken into account. Using spreadsheet software (Google Docs, Microsoft - whatever ), insert your asset data (items, stats) and evaluate their values to ensure what you're willing to give up in return of free marketing, ensuring they're not game changing and damaging - it would be safe to assume that collectible items (with not much real value, apart from bragging rights) would be sufficient here; however, it's up to you to decide . Once you have acquired a list of rewards to give out, it's time to evaluate when, and how you will distribute them. Here's some visual aid I've put together; It's pretty self explanatory, however, I'll makes a few notes; Conditions It's your game, you can set them as you wish Perhaps they need to be a certain rank/level before they can sign up to this program Perhaps there are no conditions at all [*]Points Mustn't be confused with the point currency on popular games - they're referral points to spend on items you decided on earlier Not trade-able (otherwise, what is the point?) [*]Stacked Rewards; An example... 1 referral point = +10 strength 3 referral points = +10 agility 5 referral points = +10 defense 10 referral points = 1 x insert common item here 15 referral points = 1 x insert medium rarity item here 20 referral points = 1 x insert rare item here [*]With this type of reward system, it pyramids up (not a pyramid scheme , but something like this (minus the money labels); This process is 100% theory, and I've not put it into practice, yet (I'm hoping to later this year). However, giving little incentives to people are big game changers when it comes to spreading the word of your products (especially online!). Closing statement I hope some of you harness this wonderful theory, and put it into practice, and make your games grow! (Of course there are other ways, this was just one example.)
  6. sniko

    Crons

    I was merely providing an alternative (and the solution) to a problem he had - updating someone's "will" stat every 15 minutes. Granted, the page load would be high, therefore, I guess the developer would have to come to a compromise (loosing some updates, to faster page load)
  7. sniko

    Crons

    It would be all the same (using my logic), apart from not going through a cron scheduler via your host, but a feature to add cron files via ingame staff panel. The question "a cron would be easier for someone to just use" it open to interpretation. "Use" how? If done 'correctly', both methods (time stamp and crons) are easy to use. "Every problem is easy to solve if you know how". Regardless, perhaps evaluate your users (I assume this question relates to "Ian-and-Daves-RPG-engine.com" ;)) skill levels, and their needs and requirements, and work around that. Alternatively, provide both solutions.
  8. sniko

    Crons

    If you're running such a system on timestamps and requesting approval on each page load, we know that the page needs to be requested from somebody (or something). If you've got no active users on in a said time period, the update won't be called (as no pages will be requested). However, with little math, you can overcome this by; User logs in Timestamp of last update it fetched from the database of said cron file That timestamp is analyzed with the current timestamp The cron file iterates through the update process for said amount of times Cron file updates every 15 minutes No site activity in 45 minutes User logs on Math works out that the cron missed 3 scheduled updates Cron file is run 3 times   This would - in theory - overcome the situation you've posed.
  9. I've only had the use of mobile (minus a laptop) apple devices; iPad, iPhone, iPod - which are great, however, for development purposes, I prefer windows (Windows XP was nice, 7 was a little better, 8 was horrible (Although I do use Win8)). As for servers, I usually go for a linux setup. Granted, Apple do have nice OS, however, I see them [the OS] more of a media "center"; image manipulation, video editing, music creation and others of the like. I'm not sure why I think like this, perhaps it's just the consensus to which I tag with Apple. Moving along from that, I've never tried Linux for a long period of time on a laptop/desktop, so I guess I've just tunnel visioned myself to use Windows.
  10. Add this in the main file. Perhaps mysql.php (I think that it was it's called in v1) date_default_timezone_set('Europe/London'); #Set default timezone   Don't use TRUNCATE unless you want to remove all records. ALTER TABLE `users` AUTO_INCREMENT =1; #Sort out the auto_increment values (userid) TRUNCATE TABLE `users`; #Empty the whole table   :)
  11. Very nice tutorial! I'll be looking at the source later, and evaluating it for my own purposes. Great job, Aventro!
  12. Great minds think alike, friend.
  13. Do you have any lives examples done by you? How much do you charge for such a service?
  14. Perhaps a subdomain (m.makewebgames.io) to direct to style ID 5 (mobile theme) as I know some users, like KyleMassacre ;), are frequent mobile users - - - Updated - - - Perhaps a subdomain (m.makewebgames.io) to direct to style ID 5 (mobile theme) as I know some users, like KyleMassacre ;), are frequent mobile users
  15. I will be amazed if "Ian-and-Daves-RPG-engine.com" didn't win, to be honest. Although, this may be a biased opinion, but I doubt it. ;)
  16. My entries; Mafia Related MafiosoScript.com - A member of the Mafia. Mafia-Script.com MafiaEngine.com UnionScript.com - The action or fact of joining together or being joined together SyndicateScript.com TheMafiaRPG.com MafiaBuilder.com DonScripts.com - The boss in the Sicilian and American Mafia is the head of the crime family   [*]Miscellaneous EagleScript.com CherryScript.com - Because who doesn't like cherries ~ amiright EasyRPGBuilder.com ReadyScripts.com - At the low price of $1595, it's yours! Ian-and-daves-rpg-engine.com - lul  
  17. That's not too bad. I'm currently in private alpha at the moment, so once I'm ready, I'll hit you up. All that needs doing is basically retheming the front end (keeping the vanilla look of the board index)
  18. Can you do themes for Simple Machine Forums? If so, what is a guideline price?
  19. The New Worlds marketplace.
  20. I've posted a modification to integrate your mccodes games into SMF (using KyleMassacres add on, you can port your existing members into the forums database) http://makewebgames.io/showthread.php/42391-How-to-integrate-SMF-into-any-McCodes-Package
  21. I did :) @ppllmmii - Could you attach an image to your post, or send me a preview of your layout?
  22. Guest, that was....poetic.
  23. I'd go with 1, and 2. Only due to an action house doesn't really, in my view, suit medieval (it does suit strategy, though). With the game I'm developing, I am implementing 1, and 2 for those reasons :)
  24. Hi, Sorry for my inactivity, I've been busy with work (just heading out to work, again - split shifts) I shall be online tomorrow (Sunday) night, and I should have a patch to push to you :) -sniko
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