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a_bertrand

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Everything posted by a_bertrand

  1. Ok I moved down the load / crawl of the modules. Maybe that fixed it already.
  2. Ok fixed, the dialog links will be re-checked after you click.
  3. The avatar.png file seems there to me, I don't see the error you report 1331
  4. Done, update the module and it should be fine. Thanks again for the report.
  5. Ok issue fixed. This bug was introduced by the release 1.1.4, but that should now work if you update your modules.
  6. Register module fixed, now shows: "A username cannot contain less than 5 characters." Update the module and you should have it ;)
  7. 1331: if you define a lib.php file in any module, it will be always loaded by the engine. This should offer you the option to define your own class / tools which can be used by other modules.
  8. By clicking on the link under "path" on the in game home page.
  9. Currently you could of course use HIGH ID numbers, for example, use from 1000 to 1100 without querying, so far I doubt somebody is using it. Later on you will be able to have an "install.php" inside the module which will be called during installation and could setup special things like that. BTW Instead of your query, you could use: select max(id) from user_stat_types
  10. The best way is to use the SQL function COUNT like   select count(id) from users   I still need to investigate if MySQLi returns a number of rows before you actually went through all the result, honestly I doubt it.
  11. Wrong, in today world for most languages you look at obfuscation not encryption: example: http://www.preemptive.com/products/dotfuscator The encryption of code is more linked to products like: http://www.zend.com/en/products/guard/ which provide both an "encoding" and an obfuscation. The encoding is what you may had in mind which is basically some sort of cryptography applied to the byte code (binary version of the PHP script).
  12. Yes Alain is my first name ;-)
  13. You then simply need to check if you are already at the end of the query:   $result = $db->Execute("SELECT id, amount, bonus, rate, time FROM ngm_bank WHERE playerid = ? LIMIT 5", $userId); // No rows... if($result->EOF) { // Do something } else { // Go through all foreach($result as $row) { // Do something on the row } }
  14. Kyle: your second service you call encryption should instead be called code obfuscation.
  15. As said, I don't have anything against the fact you distribute your mods without going though the marketplace, however the marketplace offers a couple of advantages: - The code will be reviewed - The module can be downloaded directly from the admin panel - If the module get updates, you will be notified from the admin panel, and you can update directly from within the admin panel However, the engine offers the tool to export any module as nwp package file which can be installed by others, or you can of course zip the module directory and offers it as well. So overall I think there is many ways to share your work. Added the 2 sections (free and paid modules)
  16. It all depends on the following points in my opinion: 1) What are your skills? None or little, then it's better to start with a script as it may already act like a tutorial. 2) What is the "time pressure" you have with your project? If you don't have any time pressure, then invest the time and do it yourself, otherwise an engine / framework could help. 3) Do you find an engine which does most if not all what you need? Then again maybe it saves you time to re-use something instead of creating all from scratch. I doubt many of you created their own language to code their games, therefore an engine or a framework is somewhat an extension, a building block which can help you. But it should help not block or force you. So is there a "best engine" out there? No. It's like there isn't a single "best" car or "best" phone. What I need may be totally different from what you need.
  17. Yes, as soon as there is really a need we can create as many sections as we want. Personally I would not do it that now as they would be mostly empty, don't you think?
  18. Well what NWE needs is a first running game ;-) but I can hardly do all myself and I would prefer to concentrate on the engine and the core modules if possible. However I'm more than happy to help any of you if you have specific needs which can be reused by others as well.
  19. Personally I would work like that: - Develop my game on my own PC with XAMPP, and commit my release on a SVN or GIT repository - Update the server (beta server or production server) from SVN or GIT why? Because in this way you could always rollback to previous versions even yours, have comments about your changes and also see what changed in that particular version. I don't think NWE should replace a source repository like SVN or GIT, use the existing (and good tools) instead.
  20. The un-install was actually something I had since nearly the begining in my to-do list. However I'm somehow scared about it. Why? Because un-installing a module could have impacts on other modules as well. So first thing is, I first need to implement the "dependency" of modules (module A needs module B to work), as if you un-install module B it should warn you or block you or un-install module A as well. Once the dependency of modules is implemented, we can discuss it again as we need to decide if the un-install shall remove the tables the modules could have created.
  21. Nothing scary, suggests and we will see what we can do ;)
  22. john-doe: it's like that already, you don't access PHP files beside the main one directly. And everything should be blocked at the modules level due to the .htaccess file there which deny everything. So unless I didn't saw something or your hosting doesn't allow .htaccess files, you should not have any issues.
  23. Well currently whatever module submitted to the marketplace would be upgradable like that. We could even allow private visible modules and it may actually already do the trick for you.
  24. Yes could be an option. I will check what can be done.
  25. You can send them via private messages already.
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