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gmoore

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Everything posted by gmoore

  1. Great work as always! Greg
  2. I am in training this week. But I can try to see if I can pull the $output variable from a post process call and place in a table. I have seen this in other systems and seems to help. Greg
  3. Also, 1) What are there 2 db_close() statements at the end of index.php? Shouldn't 1 be enough? 2) Do you think it would be cool to save the last X occurrences of $output in index.php in order to be able to look over the user's shoulder? You could turn the links to '#' so you wouldn't accidentally click them. But it might be good for the debug process or see if someone is abusing the system. Just a thought. Greg
  4. Just to let you guys know, I am always committed to NWE. My new job has a HUGE restrictive internet, security stuff and all. When I get home, wife takes over. So my point is. I look throughout the day at the forums, I review and TRY to write code, some on my phone. Please know my FAT fingers are typing for responses off my tiny phone. I know several of you have sent me code to look at ... I always respond and always will. Just remember it takes me a couple days. I have lots of things coming to the community for modules, I just don't want to send over unfinished work. Which is about 100% of what I have at the moment. Weekends are best for me. Keep the ball rolling and again thank you Alain for creating a system I can spend my non-inifinite spare time on! Member Team NWE Greg
  5. I have a modified version of the location module. I want to share it. Do you want me to A) send the module as is as 'location module' or do you prefer B) I create Location-X, with my changes and you can release a separate module or C) let me just email it to you and then you can let me know. Long Live NWE! Greg
  6. Right static content ... but there could be 100's of pages of it. Like a rulebook or a static blog or a static group of links. All could be created using the existing editor that is built in, no special coding. So eventually we could add other options in here, like sub pages and common static content. But for now, static html pages hooking to where ever we want on the various menus would be a big plus to the engine I think. I would just want to keep out all the over head a blog or wiki would add. Keep it simple like the rest of the engine. What did you have in mind for the web stats module then? Just track logins, logouts and registrations? I saw it as seeing how the game is being played and what areas I need to focus on. For example, if I put the crime module in, I might want to see how used it is ... if under what I thought, what should I do to improve it. Just beats adding code to every module and lets me pick and choose what I need to see. It also would let me turn it off if I don't need the information. Greg
  7. Hey Alain, 1) I think that would be the point. That way you get the best of both worlds. I can try to get that code together tonight, but you might have something better. 2) Not Wiki, just a module that hooks to the menu to add pages I can define such as .... "Hint & Tips", hook to "Documentation Menu", filled with "text/markup/images" like the Welcome or Home modules. This is just so I don't have to write a module to have a page of text show up. Like a CMS but simple without all the options. Just a page of anything I want. Purpose, to not write a module ONLY to put text on a page. Example: I was starting to get together all the pages I wanted to describe the game and I can up with "Hints", "Tips", "Starting", etc all under a "Documentation" menu section. All I could see to create this was a module for each (do I want a Hints Module, Tips Module?) and I slapped my head saying that's alot of work. Just might be easier for a common module for simple text pages. Then give me the same options to hook to a menu like a module and we can have unlimited text pages. 3) The web stats starts with Login, Logoff, Registration. I can go into every module and add the line to track that module, like Crimes for example but wouldn't it be better as a selectable option? Just thinking ahead. From: if (function_exists("StatAction")) StatAction(2); To: (but added to every module) if (function_exists("StatAction") && TrackStat('Login') == 'YES') StatAction('Login'); Thank you for listening. Greg
  8. So have been thinking while I am bored at my new job and looking through code on my Android. Here are some things I would like to see or be directed on how to do or be told that's just dumb:   1) Redirect to new screen or tab: - Idea: Some things I might like to see in an independent screen. Such as for the admin table edits so they could be done at full screen width while the site is fixed. I know I can redirect by hand but is it still able to be secure and part of the site. 2) Text Module: - Idea: Like the Welcome or Home module, which has some text entry, I would like to see ad-hoc text pages that I can place in the menu system. So in the Text Module, I might add a page 'Admin Notes', which could be added to the Admin Menu and the page would show up when clicked. I just think making a module, copied from Home, to just place text somewhere seemed like I could have a couple hundred modules at some point with Update Notes, Comments, How-To's, etc. Making a module is overkill here I think. So it might be like a page generator for pure text. 3) Stats Update: - Idea: Allow use to select which modules we want Stats to be kept track of with a checkbox selection. This might be more flexible than putting physical code into every module.   These are all just opinions. Thank you as always Alain and team! Greg
  9. (Side note: Have you considered integrating with a framework like Zend, CodeIgniter, Yii? What would be the reasons you chose against using them? I am really interested in your take on this). Inquiring Minds What To Know lol, Greg
  10. Well all I did was make 2 sites. One in the world of the Internet and one here at home. Both with the same DB connection. I removed the code that does updates on both as I manually move changes. The live site has all admin modules physically removed and the 'local' site has no ability to 'play'. Just for 2 different looks/feels AND to make the chances the admin modules are compromised (not that I have seen anything that would suggest it --- or I'd be PM'ing you lol) impossible. So just my take on it. Paranoia keeps the world spinning. Greg
  11. Which is what I am doing. Things like graphics buttons for modules, background changes as to where you are and externalizing the admin features to a separate site so I can use full screen for admin and fixed screen for the players. So is the customizing :) Greg
  12. Actually I don't need a map like Neab. I mean it would be awesome but if it doesn't fit the normal model Alain wants, I get that and will make due. What would be just fine is the locations section showing graphics of your paths to other locations. So rather than a list: Travel to New York by Train (30 AP, 50 Gold) Travel to Long Island by Boat (10 AP, 100 Gold) Show some nifty graphic to make it cool. Like a picture of New York with Train Tracks as a link and perhaps a picture of Long Island with water and a boat. Use customized images and such, maybe in a hex map. My opinion, this is not JUST a text game which would just be boring. We have to entice and draw into the environment. Much like a movie makes you feel part of it. 'Text games' are old school. But games that operate by text don't need to FEEL like a 'Text game'. My 2.5 cents. Greg
  13. lol... make fun of my fat fingers!!!!
  14. Sorry been at a new job... thank you
  15. From my pbome. I bought neab for tbis. I think this would. e the single biggest addition to the system Greg
  16. Does anyone have any other themes available? Also, how close are the MCcodes themes to ours? Thank you, Greg
  17. [ATTACH=CONFIG]855[/ATTACH][ATTACH=CONFIG]856[/ATTACH]Screens
  18. I think the search boxes should match the text under it rather than the ID it comes from in table edit. ----- For example: I add location (3) Rome, I then add 5 Stats for the location Rome (1,2,3,4,5). I then wish to show only location_stats for Rome at the top about location_id in the edit_table where table equals locations_stats, it wants me to enter '3' rather than me typing in 'Rome'. ----- Because in the second screen I might not 'know' that Rome is location 3 because I see only Rome. Or if that is not doable, perhaps put Rome(3) so we can see what the ID is. Thank you, Greg
  19. Awesome changes ty!
  20. Thank you Alain. Good work. Possible error: The SQL script for 1.0.7 didn't seem to run automatically. My system said I had 1.0.6 and was upgrading to 1.0.8. So I have never looked at the update module code, but maybe it skipped the 1.0.7 scripts? Maybe. I just ran it manually. Wizard: Did you not want to put conditionals into the Wizard logic to use the stats? It just seemed easy to implement. Thank you again, Greg
  21. Alain, do you want to do a poll of needs. I have had several people pm and email me about the fact that we need a real good location system. So we can make GREAT game systems. What I have done is good (I think) but maybe the map concept might make it excel. Your call sir. Greg
  22. Oh an while I am PM'ing with a couple members of our NWE community I have come to realize that the strength of NWE is its Wizard logic. The deeper we take it, the more generic we can make the modules and customize them with Wizards. I also feel like I am suggesting CORE changes. I find YOU to be the only judge of the qualities of those suggestions. You know the system and your goals better than I. I just want to use it as generically as possible with the most flexibility. So feel free to discard my ideas. But I will post them regardless. It may help all of us. With the things I have suggested here, anyone can make a chess board to a large MMO with customizations and details that won't seem like its 'just another game'. Like NEAB which I don't think you could make 2 games the same. Here, the stock engine, mine would look the same as anyone's. Game engine priorities: 1) Game 'board'/'world' that can be made unique and simple to complex. 2) Items: Manufacturing, trading, mining, agriculture, selling, buying, using. 3) Characters: Upgradable, trainable, unique. 4) Diplomacy: Reasons to compete and work together or work against. 5) War: The paranoia aspect of coming back day after day to make sure you are alive. Pvp, sabotage etc. 6) Income: Make valid but not game changing reasons to spend money on the game. NWE fits the bill as best as I can find. Greg
  23. Okay, and this is just tables. But what I was thinking for location stats:   CREATE TABLE `location_stats` ( `id` int(10) unsigned NOT NULL, `location_id` int(11) DEFAULT NULL, `location_master_id` int(11) DEFAULT NULL, `location_type_id` int(11) DEFAULT NULL, `stat_type` int(10) unsigned NOT NULL DEFAULT '0', `value` double DEFAULT '0', `max_value` double DEFAULT NULL, PRIMARY KEY (`id`,`stat_type`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 CREATE TABLE `location_stat_types` ( `id` int(10) unsigned NOT NULL, `name` varchar(30) DEFAULT NULL, `description` varchar(1024) DEFAULT NULL, `is_location` bit(1) DEFAULT NULL, `is_location_master` bit(1) DEFAULT NULL, `is_location_type` bit(1) DEFAULT NULL, `initial_value` double DEFAULT '0', `max_value` double DEFAULT NULL, `min_value` double DEFAULT '0', `code_when_min` text, `on_change` text, `display_code` text, `restore_rate` double DEFAULT NULL, PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1;   Like users but general for locations. An example: Master Stats would show up in every location that had location_master_id = 'Germany' Location Master [GERMANY] Stat: Morale [80] Stat: Power [98] Location Stats would show up just for a base location Location [bERLIN] Stat: Walls [23] Stat: Airfields [12] Stat: Large Buildings [12,312] Location Type Stats would show at any location that had a type and had a location_id not its own (like a part of that location) Location Type [DOCKS] - In Berlin Stat: Ships [12] Stat: Sailors [900] So I am located in GERMANY at BERLIN at its DOCKS, I might see: Stat: Morale [80] Stat: Power [98] Stat: Walls [23] Stat: Airfields [12] Stat: Large Buildings [12,312] Stat: Ships [12] Stat: Sailors [900]   With appropriate Wizard additions, we can do things like: Attack (if item='guns' && player_location_type == 'docks' && player_location_type_stat == 'Sailors' && player_location_type_stat_qty > 100). Too complicated? Or way useful and cool? Best part is. I was coming up with a location_facility and location_facility_type table but thought I could just use this. That way the mix or craft can only be done at a certain location_type and perhaps the quality of that place could affect a perfect outcome. Like you need Heavy Factories or you need 2000 workers. etc. lol Greg
  24. I was wondering if Alain wanted to include it or a derivative of it or tell me it's all junk lol. Greg
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