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DeathsAlive

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  1. This sounds rather interesting to be honest. Might be a handy way to limit players from "Over leveling" which I have been thinking about recently. Can you send me a PM with full details/screens please Kyle (when you get home ofc) :) ?   Real Time Strategy I think :) ?
  2. Sorry for the late reply! Been so busy at work with a new project that I have had little, to no time to focus on SoulQuest. But if you're able to dig that out, it would be fantastic. I'll also take a look into what Bertrand suggested :)
  3. Started working on something like this for Android (learning how to make simple games etc on their) It's good fun, and a nice starting point :)
  4. http://www.w3schools.com/tags/att_input_autocomplete.asp autocomplete="off". Simples :)
  5. During the course of investigations. I have come across various messages. Some amusing, others..disturbing. But I have modified the admins ability to view messages. A reason must be given, which is then logged.
  6. Awesomes! Will have a look at quests later :) In fall fairness, not REALLY looked into them. Just toyed with different ideas and such. :) Thanks guys! :o)
  7. The quest is that, quests. I'm creating something where a user gets a badge/icon/bonus/achievement points for completing X,Y,Z. For example "Congratulations, you've won 10 battles". Which would, for example. Earn 5 achievement points? And unlock a prize or icon or something in the achievement directory? In reference to the questing. They could also earn one for completing 10 quests, helping X find their pebbles etc. :)
  8. So, to keep a game competitive and players interested/progressing towards something. You need some sort of achievement system. The theory/design I have in mind/paper for this. Seems rather convoluted/long winded. Was wondering if anyone has designed such a system and would care to offer some insight/guidance on this. Happy to share my approach as well :)
  9. Looks good dude! I like the colours :)
  10. The only one I noted down (without diving into PHPMyAdmin) was "messages" and "sent_to"   The polls one I could live with, that was for high simplicity :) I'm just redesigning and altering the modules to suit my needs. Just makes me "grr" when I see it. Not all official modules. Some are from the market place.
  11. Nice one! Seems to be the most simple way :)
  12. Been developing with NWE for a little while now. And I have got to say, I really do like the framework/engine. But one thing that I have found, and repeatedly annoyed me. Why do a lot of modules not conform to at least 2nd or 3rd normal form (Normalization) standards (in terms of database design) but also, they reference the players by username and not ID...? And some even store the username in database as the reference point. Please tell me I'm not the only one who finds this rather annoying?
  13. Trying to see how I would achieve this, care to enlighten me >.<
  14. I think a VPS might be better. Take a look at http://www.ovh.co.uk :)
  15. Any insight into whether this will need it's own module, or the options exist already within the quest module? Or maybe it's possible to alter the existing one to somehow accommodate this? Thanks again MWG :)
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