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Lilith

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Everything posted by Lilith

  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?
  16. so, now that maketextgames is dead, where can we find the other version with multiple armors? and, when do we get to see this advanced version? I'm guessing all that this thread promises is as dead as maketextgames?
  17. messaging is open now, im not used tothe new forum format yet. Thanks! Contract has been reached: thank you for your bids!
  18. Feel free to send me a personal message via the forums if that is still an option.
  19. A completly custom system requested, and you want to tell me that ranks are not that hard to add to an existing system... If I wanted to do this myself, I would not have opened this up for bidding.
  20. Custom Gang System ----------------------------------------------------------------------- Mod Status:Exclusive Licencing for my game (not to be sold traded or shared with anyone else.) Availability: MCCodes Version 2.1 Highly modified Licence/terms off use: Exclusive ownership by my game(s) About the mod and how it works:   We are currently taking bids on a well developed, clean, and organized gang system that has multiple acts of war, Respect Point Benefits, and works with our currency system. acts of war will run on a time limit and have separate criteria for raids and full wars. Respect points may be assigned to unlock the ability to build extra features that gang members may use within the gang there will be five benefits available each having five levels of benefit. More information on these benefits will be provided to the chosen developer. Gang resources will need to be placed on lock down when a war or raid is declared. (gang members can not remove items or resources during wars and raids) Winning gangs will be allowed a time limit to choose a benefit to destroy belonging to the loosing gang. The gang system should include the following features: Vault (stores resources) Armory (stores only certain types of items) Members list (allows for gang leaders to manage gang members) Attack Logs Warring stats Hit list Link to gang specific forums Gang chores to provide upkeep for the benefits earned with RP. A link to leave the gang   Gang Management should have 5 leader positions: Leader Chairman War Lord Secretary Accountant features under Gang Administration shall include: Change Gang Picture change gang name change Managers Application management Manage Vault Manage armory start war end war (destroy other gang's benefits) Assign RP Assign Raiders Mass mail Gang Members Mass mail other gang leaders   Mod shall be provided with with full installation instructions, un-encrypted codes, and all SQL information Files shall be well commented for ease of adding additional features and modifications. This modification shall be made fully available within 14 days of my acceptance of a bid. The coder creating the system shall also provide bug support after completion. Our budget is adequate for a professional coder to provide this system, and we hope to find one here before moving on to coders who lack the knowledge base of the Mccodes system.
  21. I don't know if Blender has the ability to export in an FBX format as I have never even figured out how to install the program, but, I have used several models from several different resources to create FBX files that import to Unity fairly well no matter what the origin or program. This has not worked for animating objects in Unity tho .... I would suggest scouring the forums on the unity developer pages for more information on blender to unity issues. http://forum.unity3d.com/
  22. My first modification was realizing that no matter how much work I personally put into a text based browser game, I was never going to get it right, I was not going to make any big money on it, and that I should leave that to the experts. Talk about a break through. Oh .... you meant game mod not attitude mod .... silly rabbit ....
  23. Now that I have peaked your interest in 3d, I think I better take the time to back up Danny, Bert, and Spud on this. Danny's pointed out that running something like this in a browser is "not needed yet" and points toward internet speeds. He is absolutely correct on that! Time and time again people in the unity forums have griped about games crashing in the unity web player or not working at all. The only way to safely develop a game like in unity this for web use is to have a massive download and installation that makes the player's computer run all the scripts and house the graphics while you connect to servers that feed you networking information. (info on other players present) I seriously doubt that even if they get the web player stable, that you can have a huge networked game run through it anytime soon. Bert has pointed out a lot of what has to go into the development of the 3d. to me this is no big deal as I have spent thousands of dollars on 3d models and indie licences for them for other projects. I have done very little modeling on my own, (those models are recycled from other projects) and still have 2-3 years worth of development time and thousands of $ into the 3d models you saw in the you tube video. (and still have a few licences to obtain) and if you look close, you will see that most of the models still need massive "paint jobs" all 6 weeks got me was the ability to import a few scripts and objects so they appear on the same screen ... they don't even interact yet. Then there are the server issues I face if I ever plan to do more than make movies or a downloadable game. Spud has touched on the C/C++ programming, well, everything I have had done (not done myself) has been in js and C#. Yeah Id tell you about this, but its WAY beyond my ability levels. (Hense my comment about getting lucky enough to find someone who was a few steps ahead on the scripting and was willing to learn more about it. not to mention that we bought some base script to work off of.) The Unity asset store is a credit to the unity engine. You can get a lot of stuff you need to use as examples, but there is not any kind of guarantee it will work. I tend to think of it as the free mods section for mccodes except I still have to pay for the information. All in all, when making the decision to go 3d or not go 3d, if it is just to see if you like it / can do it / or gauge how practical it may be, I say check it out, DL the free version of Unity and give it a whirl. But, do not think you are going to have a marketable game anytime in the next 3 years and not without the investment of at least $50,000.00. Even then you will be lucky to produce a game like Champions of Norath, so forget playing ball with WoW, EQ, Oblivion, or runescape.
  24. Then Monkeys could fly. What if I didnt work so many hours and had time to come back to MWG?
  25. I have been toying with 3d in Unity for a few weeks now, and I absolutely love it! I cant say if it better than another thing as because I haven't used anything else, but honestly, with unity offering a free version, and the growing (albet crappy) support of pozer models after some massive decimation and conversion (there are some vaguely acceptable tools to do this with), its something you should try if you have the interest. Everyone is right about the months on end programming, but every now and again a girl like me gets lucky enough to team up with someone who already knows how to do it and this speeds up the process. Plus there are some promising coding packs available in the unity asset store that may help the learning curve too. Here is what I was able to do after about 6 weeks of playing with it.
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