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Everything posted by Coly010
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Nope, not fixed on the standard iPhone browser
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Can I point out that you said the design was supposed to be narrow cause it was intended to be a mobile game but on a mobile it just loads up like it would on desktop and be really narrow at that
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Head over to GMF and look at this thread, see if it interests you. http://gamemakersforums.com/threads/possibly-community-mmo-project.308/ Btw I haven't heard from you in a while! PM tell how things have been going !
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Keeps everything in line and symmetrical. The grid doesn't have to be visible in the final design it's just so everything follows an order so to speak.
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Yeah no problem. Not all languages have it but c++ and Java basically revolve around it, Java especially
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Like I said Google OOP Kinda did this for you : http://code.tutsplus.com/tutorials/object-oriented-php-for-beginners--net-12762 Pretty sure [MENTION=70485]G7470[/MENTION] had a good tutorial on OOP on his blog here as well. Ok so I'll explain a few things. OOP is centred around objects. Objects are normally instances of classes. So in php to define a class you do: public class MyClass { } You can change the name of MyClass to anything you want. I learnt OOP while learning Java and its considered good practice to have the name of your file reflect the name of your class, therefore I would save the file as MyClass.php Ok, let's take it a bit further. public class MyClass { public function __construct(){ // initialise object code } } Notice the construct function. When you create a new instance of MyClass, this function gets called automatically. To create a new instance of MyClass you would do the following: $myClass = new MyClass(); Notice that MyClass() is the exact same name as the class. If you've ever worked with mccodes you'll notice this being done with the header file and the globals files. Ok so again, let's move further with MyClass public class MyClass { var $username; public function __construct(){ $this->username = "jcvenom"; } public function getUsername(){ return $this->username; } } $myClass = new MyClass(); $username = $myClass->getUsername(); Right a few things to notice here, the var $username . This creates a global variable that can be used throughout the MyClass file. You need to use $this to reference it however, otherwise it just creates a new variable called $username. The getUsername function is pretty self explanatory. Now moving on to the extends keyword public class User extends MyClass { var $user = array("id"=>0, "username"=>""); public function __construct(){ $this->user['id'] = 1; $this->user['username'] = $this->getUsername(); } } Wait what? Where is the getUsername function? The beauty of the extends keyword and OOP. So because in MyClass, the getUsername() function is public, if I extend MyClass, then any public variables or functions are accessible in the new class. That's a very basic overview of what's going on in OOP. My terminology for things is probably all wrong but I don't care too much lol, I just want to explain it in a way that you can understand what's going on
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[MENTION=68711]KyleMassacre[/MENTION] twig was installed on MRPG when I bought it so I had to learn to use it and I kind of like it lol
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[MENTION=69823]jcvenom[/MENTION] I think you're still thinking in a procedural format. Consider a landing page for when a user logs in. I'll show the difference between procedural and MVC very quickly, using what I know of CI lol. Procedural being: <?php include "settings.php"; global $settings; include "userdata.php"; global $user; echo " <html> <head> <title>".$settings['game_title']."</title> </head> <body> Welcome back ".$user['username']." </body> </html>"; ?> Now MVC is different, assuming twig is also installed. for that same page you will go through something like this: controllers/landing.php <?php public class Landing extends CI_Controller { public function index(){ $this->load->model("Game/landing"); $this->twig->render("Game/LandingPage", $this->landing->getLoggedInUser()); } } ?> models/Game/landing.php <?php public class landing extends CI_Model { // I generally create a new model class that checks the user is logged in and pulls the data from the database public function getLoggedInUser(){ return $this->user; // user = array("id" => value_from_db, "username" => value_from_db); } } ?> views/Game/LandingPage.twig {% extends Template/template.tpl %} // this way you can have a consistent layout easily {% block content %} <h2>Welcome Back {{ username }} !</h2> {% endblock %} Now, your looking at that thinking, the hell, thats so much effort for one file. Yeah kinda true, but it keeps everything clean. All your logic in one place. All your design in the other. The controller stitching the two together. ie: Controller | Controller contacts model. Model | Model does logic and may return data Controller | Controller chooses which view to render View View may accept variables from the controller and use that to display certain information. It may seem like overkill for the example I gave, but its brilliant for things like forums
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I think you should spend a week or two getting yourself up to date then. Frameworks and MVC are fast becoming the new standard for PHP/Web Development. It doesn't limit you function wise because you can just add whatever ones then that you need by, like [MENTION=68711]KyleMassacre[/MENTION] said, extending the base class and adding your own functions to it. Next up if you don't know what we're talking about when we say extending classes your going to want to do a bit of reading into OOP (Object Oriented Programming).
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Like any framework, make your programming life a hell of a lot easier. Gives you functions etc so you dont have to program them, sets up your MVC system for you so you dont have to program that. Its more about saving time on general logic that makes the website run and display the way you want allowing you to focus on building your application
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PHP Framework, it looks pretty good actually. I haven't used it but have been reading the docs on it.
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For a first attempt its good. The splatter is too messy though. its taking from the content and making it hard to look at, same for the fonts
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Yeah, I submitted, was fun to do :)
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Rather have mccodes? Holy **** that's saying something. I think that's probably one of the worst insults you could give a script
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[MENTION=69001]Zettieee[/MENTION] meh, whether someone is interested in it or not, someone could stumble upon it and wish to buy it. Best to leave it purchasable in the off chance someone might want it.
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This is probably one of the things I find most amusing. Your trying to claim that MTG stole your/Donnie's game, your player base, the money earned from it, yet here you are stealing from major game development companies. GG! Also the next thing I'd like to point out is that you're saying MTG has failed in shaming you... I think everyone here will agree with me when I say there isn't a hope in hell that anyone would want to work with either of you after reading this. Next up. You say that doesn't matter to you, that you don't need this place, you don't need anyone on here to hire you. What happens if dope runners does now get taken down, you lose your games, your computer decides to have a heart attack and melts your hard drives and you have no code anymore and you need to freelance to get some money to survive. How are you going to do that with the reputation you have just dug a six-foot hole for? Finally, you happily admitted that you insulted everyone on here except Kyle and Dave. I'm pretty proud of the work I've done, the websites I've made, the game I've managed to release (despite being half built by [MENTION=68511]gamble[/MENTION] . However during purchase I made sure that he accepted that I was buying full rights and have the messages to back that up.. Unlike somone people). But you know what. Forget about me. [MENTION=65371]sniko[/MENTION] is a far better developer than you will ever be. I don't think anyone can say they've had a bad experience working with him, not to mention he's always on hand if you help or advice on something. All round stand up guy. Next up, you trying to say your better than Peter too? I think it would just take a glance at his file system to prove he is a better developer than you, not to mention a hell of a lot more respected. Let's not forget [MENTION=64603]Sim[/MENTION] either. I can go on. And I'm sorry to anyone I've left out, I could literally make a huge list but my thumbs are getting tired typing this on my phone. What I'm trying to say is your doing yourself no favours by posting on here as your quite quickly destroying your reputation, whilst also being unable to disprove [MENTION=53425]Magictallguy[/MENTION]
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Yep, cause that way you can use the un formatted version in game logic :)
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Mine is [MENTION=70715]krballard94[/MENTION] If you do this, make sure to have a basic user table at the very least, a login/register/forgot password system. Have it so that its easy to implement mods etc, without leaving the database or file system clustered. For me personally, objects and classes are your best friend when using MVC. So like for me, I'd have an Item class and an ItemLoader class. The item class would have functions and variables that store information from the database. Item loader creates a bunch Items and makes them accessible when you need them, that way you can get information easily, readily and without rewriting code all over the place in your game. That can be done for anything then: Shops - have a purchase function which accepts an Item as a parameter and it does all the checks then adds the item to your inventory and removes the money etc. Have it use the ItemLoader and Item class to list the items it sells. In other words... I love obejcts and classes :P
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[MENTION=68711]KyleMassacre[/MENTION] Even if he did add copyright headers, surely Donnie and A2TC would have just removed them?
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[MENTION=70101]_donnie_[/MENTION] can we not keep things peaceful, keep the swearing to a minimum, your becoming less and less professional with each post of yours I read. Also provide proof that MTG doesn't own the code, and also that you have had other developers work on the game. Please learn the difference between paying for time and paying for code. They are separate things. I'm a freelance developer too, but I offer my services based on the time spent coding each project, not for the code of the project, if I was to do that it would be similar to selling the rights to my code. [MENTION=53425]Magictallguy[/MENTION] can you provide screenshots of the conversation in which he said you can have the game etc?
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Sniko used to be working on a game engine called Spiedex (I think that's right) years ago. [17] Basically if you die it was gameover. [24] I was very interested in it.[30] [ATTACH]1886[/ATTACH]
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It's a very interesting concept. I would like to see it have a progressive gameplay. You start off with a horrible computer, you coin mine, buy better parts, can do coin mining more efficient. Then when you have more tasks, go real hardcore and have it that one of the tasks could be to design the architecture of a super conputer, it spends time working that out then gives the user a list of the components it'll need to do this. They can build a supercomputer , supercomputer can then be rented to other players who are in desperate need of the extra power
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I am at a complete loss at what you are trying to say
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Give the seller the option of uploading different .zip files etc depending on what is included, then categorise them as either psd only, html/css, game engine (specifying which game engine). Maybe have one that contains the images sliced and ready to be coded.
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Then you need to include the file that contains the namespace Revolution. That would be a good start.. Also these forums have nothing to do with your grammar. It's not that difficult, even if you just learn how to punctuate your sentences then it might be easier to make sense of it .