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Everything posted by a_bertrand
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I personally would say a good english version is better than many poor versions.... And knowing how much efforts it is to create one game... I would say having multiple languages to support is out of the reach for hobbyist
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I didn't complained about the fact he used a tutorial, it was more than he copied a script without really going deep inside it. That's why "tutorials" are not good as you usually just end up copy / pasting what somebody else worked out, and you have the false idea that you understand it. I would always favor a slower (at first) approach to start with a couple of lines, like create the canvas, get the 2D context and draw one line. Understand then what the canvas actually is, and what is the context. You could then go deeper, understand when you can update, what kind of game loop you can build, and see what kind of functions the 2D context offers you.
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Well let me know if you have questions, and remember you can use the chat to get realtime help ;)
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Indeed NationGamer, it is not only the same game, but the same code with the same bugs.... Script47 you should understand what you do and not only copy / paste things you find on the net. At least try to fix the bugs: - Your speedup bug when you click (yes it's a bug and not a feature) is due to multiple call to the setInterval. - Skulls should not appear like they do now in block, instead you should start to draw them above the canvas and then move them down. - Creating a 2D context multiple times for the same canvas (and this at each game loop) is really a shame. You eat resources for nothing. - Also, I would use a sprite sheet with the skull and the smilie in one image instead of loading 2... As always, it would make more sense you start with smaller things, and understand what you do, instead of copy / pasting things around with the hope to make something.
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NWE modules included in the full version: http://www.nw-engine.com/index.php?c=modules_included&id=1
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You can certainly do checks however your users will be able to skip all the possible JS checks if they want. While if you run checks on the server, nobody will be able to avoid them, unless you leave some holes.
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The script does nothing else than adding a onkeypress event to the input fields. Which means if they would not be on focus, the script wouldn't be called. Therefore I hardly see how I can check if you are in the auto-completion or not... As said, you should decide what you want to do with your installation. You don't like the script? You remove it from the login module... it's one file to delete.
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Personally I hardly see it as a bug, as if you use the tab key, the auto-suggest will pick the value. If you don't want auto-suggest then as DeathAlives says you disable it. On the other side if you want to disable the enter to submit, simply remove the file auto_post_public.php found in the login module. For me it's a question of taste of the game owner and what he want to do.
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So what you propose it to avoid browser auto-completion? And even if it is my engine, you are the user, you should propose ;-)
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So what's your suggestion?
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"these are coded by my friend" => means the copyrights are by your friend too...
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Great update! Thanks for your work Kyle!
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Indeed, for me it look like nearly a copycat of the quest system.
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What would be the difference with the current quest system (beside the name that's it) ?
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No, it will remain an engine and not a pre-made game. So no way it will be a one click game creation.
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The messages sent_to is on purpose, it allows multi-destinations (if implemented), and the reply to all, the link to the user id is "inbox_of" as well as "from_user", therefore as you see, it's really on purpose ;) For the modules written by other authors, I honestly don't remember, and would also not change the way each author write his/her modules.
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In the official mods I doubt there is the username as primary key. If you have any example, we could discuss it. For the normalization of the tables, there is a couple of tables which are on purpose not normalize. Example being the polls, and the stats. Stats are fixed (days or month) and keeping them in a non-normalized form you will have better performances while retrieving the data and updating a given entry. For the polls giving 10 different options should suffice, and made me save time as I didn't had to design a special admin panel for it. BTW be careful with full normalization inside tables. Some times allowing a bit more columns may improve the performances and actually use less space. Each time you do a child table, you will need a foreign key and it will require more time for the data retrieval. Sure, don't go to far either as you would end up with tables with 200 columns ;) As always you will need to find a good compromise between the two extreme, and there is no single right solution.
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I would use a NPC dialog to trigger the quest, and use conditions to check if a given player variable contains today date or not. If not then propose the quest and set the player variable as today.
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It should be already possible with the existing tools to make a daily quest.
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Official make a wish thread: Request an official mod
a_bertrand replied to Sporto's topic in New Worlds Engine
You are welcome. -
You can now download the new polls module (if you own a full license) directly from within your admin panel. The creation of the polls is done via the admin table editor editing directly the table polls, fill as many of the choice labels as you want, and then your poll will be available to all. Each user can vote once for each open poll. Polls will appear in the home module, if there is any open.
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Official make a wish thread: Request an official mod
a_bertrand replied to Sporto's topic in New Worlds Engine
Ok a poll system has been implemented and is available for free for the full owners. -
I don't think you must in every case redo the login... I'm pretty sure you can handle with the existing code.
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Official make a wish thread: Request an official mod
a_bertrand replied to Sporto's topic in New Worlds Engine
I didn't progressed on the pet system because I don't see how to make it really working with all the modules. It would require a retouch of the given modules to understand the pets... and therefore it pretty much depends on your game. A poll system is doable and I will check how to implement it this week. -
- The copyright is for the code, or the content of the site. - A patent covers the logic / process / formula - A trademark covers the name. Copyrights are the only one free, and are world wide (beside a few odd countries) Patent and trademark are per country. So if you register miniBB on the states it doesn't mean I cannot use it for example in Switzerland for the same kind of service / item. Anyhow, it's indeed not a smart idea to use a trademarked or the same name of an existing product ;)