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a_bertrand

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Everything posted by a_bertrand

  1. The engine is currently not meant to keep you logged in. First of all, it uses PHP sessions which do no last for days. Second, the engine itself have a timeout in the session which kills the session after a while. Both could be changed of course, but that's up to you, and you will have to touch the index.php file which means you may have to change it every time you put a new version. For the bad trials, this is coded in the login module. You can tweak it if you want, yet I can add the display of how many trials left you have and let you define how many trials your game have (via config). BTW it is said how much you need to wait: "Too many bad trials. Please wait 15 min." and each time you try it resets this to 15 min... Edit: after thinking about how to keep somebody logged in, I think it's possible to do it via a new module which would keep a cookie and do the login for you as long as the cookie is valid.
  2. Well, yes it would be... but McCodes don't updates that frequently, if not at all, and NWE so far kept everything compatible from version 1.0 till now.
  3. Well you WILL have to learn sorry. It's not question of easy money on my side or not, it's question that YOU must invest time to learn HTML / CSS and PHP in order to make your game. NWE is not a pre-made game, and will never be. It offers a lot, but lacks as well quiet some to make any fun game to play with. If you have your layout already in HTML, then you should just be able to place the different variables in the right places. Try, experiment and learn. As alternative, there is quiet a few people here like Kyle which will be more than happy to work for you (payed usually).
  4. To integrate you should have a quick look at the existing templates, basically it's a pure HTML, nothing special, with just a few PHP variables added inside: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> <title><?php echo $gameName; ?></title> <link rel="icon" type="image/png" href="<?php echo $webBaseDir; ?>favicon.ico" /> <link href="<?php echo $webBaseDir; ?>templates/neo_mafia/mafia.css" type="text/css" rel="stylesheet" /> <?php echo $content['header']; ?> </head> <body> <div id='topBar'> <div id='gameTitle'><?php echo $gameName?></div> <div id='gameSubTitle'>One gun rules them all</div> </div> <div id='statArea'><?php echo $content['stats']; ?> </div> </div> <div id='footerBar'>© 2013 - New Worlds Engine - Alain Bertrand - Design by Alain Bertrand</div> <div id='sideMenu'> <div id='sideMenuHeader'></div> <div id='sideMenuContent'><?php echo $content['sideMenu']; ?></div> <div id='sideMenuFooter'></div> </div> <div id='contentArea'> <div style='margin-left: auto; margin-right: auto; width: 468px;'><?php if(function_exists("GetBanner")) echo GetBanner('468x60'); ?></div> <br /> <?php echo $content['main']; ?></div> <?php echo $content['footer']; ?> <div id='verifyContent'><?php VerifyIt(); ?></div> <div id='hatImage'></div> </body> </html>   $gameName could be left out that will fix the name displayed. $webBaseDir can be set as fixed path $content['header'] will contains additional headers info $content['stats'] displays all the stats $content['sideMenu'] displays the menu on the left (or right as you want it) if(function_exists("GetBanner")) echo GetBanner('468x60') will add the banner, can be left out $content['main'] displays the main area $content['footer'] displays additional content like JS code And that's about it. Not hard really.
  5. On the blue bars which splits each posts, you have the date. Also I would say, we understood you are a pro PDO, but 5 posts all the sames? Sorry that starts to be spammy.
  6. MySQL the lib for PHP or the DB? Because the lib is indeed outdated and you should either use PDO or MySQLi. For the database, I hardly see why.
  7. Well, if I touch any of the files you modified, of course if you overwrite your files with mine, you will loose your changes. Nothing we can do to prevent that. That's why I offer the upgrades as zip such that you can always check WHAT has been changed exactly. For the translation, the file language/en.xml do contains the original and the "translated" text. Any texts going through the Translate function, as well as Button, Header and such will be gathered and stored there. I wonder what texts remains lefts that are not translated. So here I don't see much your point.
  8. the core is indeed what is not in the modules directory: /libs/* /js/* /index.php /cache.php NWE is made so, that if you grab the upgrade zip you can apply it to your own configuration and should not suffer from deleting your own mods. Yet if you did change the original mods without changing names (for example renaming the directory) you may lose those modification. The best option is to unzip the patch zip file and check what modules are affected. Personally I would avoid to touch the core files and instead ask here on the forum what you need if you really miss something in the core.
  9. NWE is not oriented toward any genre. You can do medieval but as well mafia games. None of the text are fixed (and can all be modified via the admin panel), as well as all the content can be edited directly via the admin panel. Even the player stats can be changed to reflect your game better. This is for me the difference between an engine and a pre-made game: either you have something which runs directly out of the box but produce one single game (like McCodes), or you have more freedom for your game maybe at the cost to invest more time to customize the experience (like NWE). NWE development started in December 2011, and the first release of the engine was in March 2012. It took therefore 4 Months (nearly full time) to get a good basic engine. Since then tons of modules and improvement have been made (my SVN registered 464 commits with a total of 3956 file changed).
  10. Just released the version 1.1.7 of the free version (dev version has been dropped). This version contains basically the same core files as the full version 1.1.7 (as the version number shows) with a couple of difference as always: - Module cache is not implemented - Security token is absent - HTTP cache is absent Beside that, the 2 versions of the engine (full and free) share the same core, and same feature set. You can update the modules directly from the admin interface and you can now submit your modules however you must use the web interface in the NWE website. The free version is free to use for any work, being free, or commercial. Enjoy!
  11. Hi, You don't need anymore a dev or a full version to develop and submit your modules to the marketplace. From now on, simply log inside the NWE Shop: http://www.nw-engine.com/ Then head to the "Modules" tab, and click the "Submit a module" button on top of the list. Beside the list of modules included, this will be the main difference between the full and the free version, as with the full version you can upload modules directly from your engine to the marketplace while with the free, as I cannot link back your installation with any user id on the nwe shop, you will have to go through the website. Beside that you can also now updates the modules of your free installation directly from the admin interface.
  12. V3 has been announced like more than 4 years ago if I remember right. We still don't see anything. Don't wait on a vaporware. For what makes a good engine: all depends what YOU want to do with it. For example any of the engines Kyle gave you will not work for a 3D world ;) Beside purely scopes issues, an engine should be flexible enough that if you add a piece you don't need to modify another one to make it work. McCodes up to now have all this issue, ezRPG, and NWE do not. A good engine should offer some security mechanism. It should offer you a base infrastructure to build your game. And ideally should be simple to work with.
  13. Mmm this part is currently under work due to the free version. Will work back tomorrow. Sorry.
  14. indeed, nothing else ;) It doesn't need to be over complex in my opinion.
  15. I would say, having more choices for engines is not a bad choice. It could also trigger some competition between engines where each want to offer more and more (McCodes doesn't seems to follow this schema so I will leave it out for the moment). For this, it may indeed be a good thing to have more than 1 engine out there. Even if I hardly consider NWE the only choice ;-)
  16. I updated the wiki, so that should be somewhat explained. If something is not clear there, tell me and I shall improve the docs.
  17. Indeed a better structure would be the first thing. No more editing all files to make it work.
  18. I still have the issue to load socket.io And no, usually socket.io works fine here ;-)
  19. Hi, I just released the full version 1.1.7 of the engine. There is one known issue with this release in case you are upgrading and you didn't upgraded the clans module since a while. Therefore I would strongly suggest you to upgrade the clans module from within the interface and then apply the upgrade. Anyhow here is the list of changes: - Better support of the errors. We should not have anymore those odd errors pointing to NWE DB class in case your config doesn't work by default with NWE. - Added a delete user module from the admin panel (and added the configuration inside the config.xml files) - Added module requirements however didn't yet updated all the modules which may have dependencies. Will come in the next releases of those modules. Yet if you use this new config.xml tag, it will be checked before installing or upgrading. - Added a news to each modules. Module owners can now from the nwe shop write what they changed or other info and this can be seen from within the admin panel by clicking on the module name while upgrading or installing. Remove the Dev version of the engine, as I will allow full marketplace usage for the free version of the engine. That's however not finished and will require a bit more work.
  20. You have some issues with your server now: 502 Bad Gateway
  21. Doesn't load: failed to load resource: socket.io so basically you use non-standard (port 80) ports for your socket.io, and it's blocked by our firewall. Too bad.
  22. Nice mod! I hope to see it soon!
  23. Yes that's something we should put in. That would allow to make sure you have the right modules to make your module work as well as the right engine core. I will look into it for the next release (as well as the delete user).
  24. The player inventory is accessible via the user admin page if I remember right. Not all tables are accessible for security and consistency. For example, you would want to avoid to edit too much the stats table.
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