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Spydre452

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Everything posted by Spydre452

  1. I can give you a hand later tonight phntmst#2867
  2. I fail to see how my comment was negative? You hazard a guess and complained that no one likes the idea (4 posts up), I was only suggesting that a working preview may help sell the idea / understand the idea. Anyhow, goodluck with it, hope your guess on interest turns around.
  3. A working preview maybe better to help sell the idea
  4. That's actually quite cool πŸ˜… I just assumed MCC was sort of the generic first base here, from being CE and hooked w MCC since the beginning. I suppose we all have our starting point. I'll look into that, still to OP - offer to any help/guidance still stands 😊
  5. Likely, but the foundations of a tbg are set in MCC, which will help to provide a better understanding from the initial start - don't lie to yourself, it's where we all (majority of) started from - and as mccrap as it's referred to, I for one wouldn't be in the field of development if it wasn't for MCC to help me start. Plus, any bullshit code can be improved simply by reading around the subject topics on PHP manuals and applying new logic/security.
  6. I'd suggest starting w MCC and learning the foundations first. Feel free to msg me for any guidance or help 😊
  7. Spydre452

    JS get tr ID

    Very true, my bad - kind of got carried away there πŸ˜…
  8. Spydre452

    JS get tr ID

    Store the tr link data in the database with its properties in the appropriate fields and run it through a while loop? You could manipulate the data pulled with php functions to do what its required to do
  9. Thanks mtg, I just find the fundamentals of computing mad and hard to get my head round
  10. Haha, thanks SRB πŸ˜‚ I appreciate the information, thanks :)
  11. Over the past 2 years I've started developing again - after many years off. Often, this thought comes to mind and makes my brain laugh in frustration; What confuses me about code is that your coding to make something, but the code your coding had to be defined by someone to tell that bit of code that youre writing what to do and how to perform 🀯 Anyone else experience this/thought about.. or have the answer to this? πŸ˜…
  12. Would like to see what this looks like when it's finished 🀩
  13. Impressive so far! Really captivates the pirate theme very well, good work! One to bookmark!
  14. That's a very clean game concept, +1! Good work!
  15. I, personally, don't understand.. Please re explain πŸ˜…
  16. That's an impressive UI sim! I like that. Eager to see the final concept
  17. Nice okay, I didn't know that, now I've no idea - sorry
  18. I think what you need is a left join query, try something like this; ``` $sidekick = $this->db->prepare(" SELECT sk.`id`, sk.`name`, sk.`fileType`, sk.`level`, sk.`guard`, sk.`attack`, us.`sidekickID` FROM `sidekicks` sk LEFT JOIN `userStats` us ON sk.`id` = us.`sidekickID` ```
  19. Perhaps they're connected to the same db?
  20. Im interested, unfortunately I've no examples, but happy to draft one up
  21. Thats a good question sim, unless its made to remove from all other markets if purchased in one market, I think that maybe beneficial in some areas - but I think it would help if the listing was detailed to say its listed elsewhere, maybe? Struggling to work out which way would work best really. Is a good question
  22. Spydre452

    Item System

    I guess if there in an advantage to paid content, it must reflect and be relative to the games economy (growth of economy) and/or average game stats to avoid a blowout through a couple of donations. I suppose the biggest flaw here is finding a nice equilibrium between paid and non paid content, I mean, and not in all cases, but you'd expect a little premium play if you are to donate to dev/content but at the same time, I think vanity items offer somewhat similar premium and feel good factors. I hope my wording is correct there πŸ˜…
  23. Spydre452

    Item System

    I'd agree w Sim, an item system can be so dynamic and fulfilling - if the work is put in, but it isn't generally used to its full potential. There's so much that the in-game items can influence the individual users experience, yet most games that I've played/seen, tend to just list an item name, image and stat upgrade. However, as sniko suggests about p2w - I agree that it shouldn't be tailored to monetize off the community, yet should be used to boost and involve itself into the existing mods.
  24. Nice Andy, just from looking at the screenshots, I think the green colour compliments the army theme of the game fairly well, my only concern would be the blue on black in some cases, sort of irritates the eyes in my opinion.
  25. Goodluck Sim, I've seen your dedication through recent posts, especially on your new item mod, you do produce some nice content!
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