Jump to content
MakeWebGames

Lilith

Members
  • Posts

    295
  • Joined

  • Last visited

  • Days Won

    1

Lilith last won the day on April 30 2011

Lilith had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Lilith's Achievements

Newbie

Newbie (1/14)

1

Reputation

  1. Last February, I released a beta version of the game I have been designing for a while. Battle For Purgatory is built on the mcodes engine, and has several highly modified areas. I am looking for feed back on the game, and looking to see how I can take this game to the next level. We have done away with the concept of crystals and cash and instead have introduced resources, which the players must gather in order to trade and survive in the game. trading is severely limited in order to minimize inflation, but a player can create whatever they need in the game, or trade resources for these things in our workshops. Custom features: custom inventory and attack system. Our attack system randomly selects an area of the body to hit each round, and calculates the attack/ defense formulas based on primary and off hand weapons and the armor equipped to that area of the defending player's body each round. All rounds are calculated on a single click, preventing multiple people from attacking the same defending player and other piggy-backing techniques. unique Pets mods Our pets systems allow players to raise a dog that can assist them in combat (both offence and defense) when assigned, or they can wager on their dog in dog fights that occur nightly. This system includes training of the pets, feeding and maintenance costs, and a stats system that is compatible with our attack systems. Gangs that are developed from the ground up! We took the old gang systems and threw them away and started scratch. Each gang has five primary members who run the gang. Gangs have two options for acts of war, a raiding system and a warring system. An act of war may only be committed against another gang once every seven days. Raiding gives the gangs the opportunity to send out 5 members of a raiding party against another gang's raiding party (raiders are set in the gang admin panels) to collect resources from the other gang. Declaring war on another gang gives all members of the two gangs one hour to attack each other in full force combat. the winner then collects respect points from the other gang. Respect points are not just points in this system, for every 20 points over the 100 starting respect points a gang may build or improve a gang feature. Gang features include special gang gyms, dog kennels that act as alarm systems, warehouses for resources that can not be raided, an armory that can store items useful to members in a war, and increased raiding abilities. Unfortunately for gangs that loose their respect points in a war, these features also get destroyed and must be rebuilt once more respect points have been earned. Each feature also requires a gang to maintain these features at the expense of resources. Dogs must be fed, locks must be oiled, and raiders must be equipped. So far, the game has been well enjoyed, but players are not very active. I believe this is due to few people being online at the same time. we are looking at ways to improve social interaction and get our members more active. But, your feed back is appriciated. Feel free to create an account and have a look around. (Demo account not available at this time) Game Link http://www.battleforpurgatory.net
  2. Ill bite on this one, and Ill share what I've observed as an owner and as a gamer.   1 = Lots of links in explore - I think that the number of links has less to do with satisfaction and retention as the quality of links on the explore page. Tho, there are those players out there who do judge by quantity at first glace. 2 = Keep links in explore to a minimum - explore is the place to find your links, I would think that 99% of your content should be highlighted here. 3 = Lots of menu listings - menus need to be clean and organised, making them easy to navigate. A bad menu with few links sucks, but a great menu with lots of links never bothered anyone. 4 = Only list on menu whats needed - instead of needed, i would go with what is used most often. 5 = Homepage add everything a user needs to know (even if its useless info) isn't this what the tutorial is for? 6 = Homepage only add what needed and keep page scroll to a minimum - duh, who wants to scroll forever? 7 = Show users have lots of cash - players quickly catch on to the idea that lots of cash means an inflated economy. 8 = Dont show users cash (let users find out for themselves when in an attack) I always prefer to know how much cash a person has out so I know what I stand to gain and how difficult an attack may be to launch. 9 = Hospital (Show Id, name, Reason, Hosptime) I can care less about this unless I have a reason to visit the hospital. 10- Story ... you have got to be kidding me, some of the most active games in the text based industry have only a one team vs the other story line. There is little lore involving what the players are trying to do other than beat on one another. 11 - daily chores keep people coming back each day, however without some kind of social interaction with the other players, no friends nor enemies are built. without friends and enemies, they have no reason to fight in a mcc based game.
  3. I honestly believe that it is not a matter of who has purchased as of today that will determine the success of those who sell mods, but the amount of mods made for this engine that will invite more people to buy the engine and then the mods. When I first came to MWG, the main appeal of mccodes was the numerous mods that were available for it already. No other engine could provide this readily available at my fingertips. I had no idea what I was getting into, but I can say I have spent more and more on mccodes than I ever planed to. The same will be true of NWE for other owners as well. Lets face it, most of the copies of mccodes sold are to people who want a game with very little work invested. If you want to sell your mods, you need to cater to this same demographic. People like me who want a game but would rather pay someone to do the work for them and have it right now. So really, you are brought to the choice of as a programmer or coder, what engine do I want / enjoy coding for.
  4. CCMafia, if you actually bothered to look into this site, you would have seen that there is a special place for posting your job offers, and a standard template that goes with it. Look under: http://makewebgames.io/showthread.php/39182-Rules-to-request-a-partnership
  5. Lilith

    Quick logo

    Can we get this thread sticky'd? It might be nice to have proof that Dave was charitable once. Joking aside, nice work, its clean and simple. Very clear logo. Mind doing one for me? lol
  6. Personally, I tend to use chrome a lot more than I should. I have however had issues lately with Hanging and Loading Issues that require me to purge my memory. Thankfully, MDshare's site had an answer for me. Read more: http://cegamers.com/cegamers/google-chrome-users-having-hanging-loading-issues-purge-memory/#ixzz1okPnRDzO
  7. Having seen a sneak peak at what Bert is talking about, and having been a somewhat loyal mccodes user, I defiantly suggest you hold off until March 21st!!!! You will thank yourself so much later! I iwsh I had waited the 2 years for March 21st to roll around.
  8. Just to be clear, (at least in as far I can understand) best practice would be to place the javascript in another file (perhaps in my JS folder) and run this file somewhere in between the <head> and </head> tags preferably as near to </head> as possible?... yeah?
  9. All valid opinions and some great suggestions, however, supposing that one was dead set (I'm not, but for the sake of discussion) on implementing scroll bars, were is the best place to add the code? What is the best type of code to use? (Javascript, CSS, HTML, whatever else)
  10. OK, so I know that many pages in the mccodes engine can be paginated if they are exesivly long, such as userlist.php and inventory.php, however, I have found that this is not always effective when developing a browser game. I have considered the use of in content scroll bars. Of course this can be over killed very easy, but I'm interested to see how people would insert this into a mccodes game. For example, If I wanted to scroll a left side navigation menu separate from a main content area. This would allow me to use a custom user interface around a mccodes driven game and add some uniqueness in the appearance, separating it from the other games. How would I go about doing this? I have found that I can create a javascript scroll bar with custom css to make it unique, but I have no idea where to place the code! Header.php, in each separate file, some kind of mixture to this? What do more experienced coders think is the best practice? Lets use userlist.php from the free mods section (don't care if the mod works, just want to use an example of where to place the code for the scroll bar from the free mods available here.) http://makewebgames.io/showthread.php/36303-New-Userlist!?highlight=userlist If you would place it in the header.php, please describe very well where you would place it, and what code snipets you would use and why. Keep in mind, the point of this discussion is for the sake of learning how to do something like this, not to bag on someone's coding skills (or the lack of mine). For those who don't understand what I am talking about .... here is it in digital crayon:
  11. @ zu, thanks for offering the help, lord knows I can use it! I now see why you believed this job was well worth more than $20 .... @random Ill do so in the next day or so ... it totally sucks trying to help out on a game when you are already working a 40 hour work week and finding time for the kids. Thank goodness I dont have to deal with the player base as well XD
  12. Lucky, I think you are my hero. call it personality flaw that if I cant find or figure something out .... I throw money at it. ok on second thought, maybe not, talk about buggy and a pain in the ass! I've fixed over 100 errors already and its still not working yet ....
  13. it doesn't address the multiple armors, and make text games is not available. So, in short, I'm way over paying for someone to customize it for me because i have more money than time and skill.
  14. I am looking to buy a one click attack system that -calculates each player's defense including 5 armors and guard -calculates damage done by both primary and secondary weapons + strength -includes chance to hit or miss based on agility -reports how much damage was dealt each round at the end of the fight -hospitalizes the loosing player for rand amount of time based on level difference. Completed file pays $20 via Pay Pal needed ASAP contact via this thread or by pm
  15. Have to say I am pretty happy with this mod, and cant wait for the updates that allow you to choose how many of what item it takes to craft something. Without this, the 5 item limit is somewhat daunting. However, I am happy that I can edit the quantity via the SQL table and everything works flawlessly. Perhaps you might include a remove craft feature to this mod with the update?
×
×
  • Create New...