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Everything posted by a_bertrand
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Game Engines available via/supported by; this community comparison.
a_bertrand replied to Djkanna's topic in General
Danny: then propose some other points toward the other engines, or share your thought on some of the points maybe providing another rating. I'm sure the table can be adjusted. -
The release it for something not dead ;)
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I never saw them active really. They post from time to time... but really rarely... beside that... nothing. So if you wait on them I would say you can wait forever.
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I usually like to have those data in a table instead in the code. The reason behind it is to be able to edit the data, add content, without editing the code. So either from phpMyAdmin or yet better via an admin panel. But that's me.
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What it teach you: never put on the page untrusted / not checked text. That's the main thing.
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Why bother with something like that instead of jumping on MySQLi and pass the values as arguments / parameters. You will not have any security issues anymore for your SQL. Seems a much smarter idea to me.
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Housing was something planned for NWE. If somebody has a requirement for it, and maybe have a feature list for the module he/she wish, I may do it. Maybe not all the features requested will be in, but at least you should get a good start point.
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Issue is, I doubt you can do with the engine choosen. Even if you want to change the story you must buy the add-on. At the end of the day, if you buy all the add-ons it cost you a lot more than if you purchase any other engine and host yourself. Also, you would anyhow not be able to add your own code with that engine. So sorry, but wrong product choice for me.
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Mmmm seems just a plain... creation of the game via their free mafiacreator.com thing: Created mine in 10 sec. as well: http://www.mafiacreator.com/zozozo/register Does it make it interesting? No sorry. Or at least not to me.
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Can you tell us then exactly what do you want us to test? Is it the security, just average bugs, game play or what?
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Got the first prototype running: http://temp.nowhere-else.org/botacus/test.html So what do you see? Basically imagine the left side red little square is your bot, on the right side you see the code for it. Currently the code is as stupid as it can, but the parser and the language are pretty much there (I must clean up a couple of things and make sure all the parts works as they should still). You can basically then set the code, and run it. If you retry, please press the stop button and then run again (otherwise it currently do not work). Sure, the thing is... as lame as possible, and you may wonder why did I took all that time and effort to have a moving square on the screen. The trick here is that there is like a virtual machine running the code, it's not simply JS, but a similar looking language which is implemented in JS. The same language will be implemented in PHP to run the tests on the server to confirm the winners. Yet on the browser side you will be able to see in real time how things go, and I was thinking even to show the current executed line as well as the local / global variables. The difficult part was to change my parser and execution tree to be able to execute instructions per instructions to implement the run of multiple bots at the same time, to update the interface and do not block the browser. I would have somehow loved to use web workers or others, however IE9 do not support them, and therefore somehow kill the option for me.
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I saw that function ruler, but it has a little issue... (And yes I know what it means!) "Fatal error: Call to undefined function ssh2_connect()" Basically the required package is not installed on my host. What I need to check is what's needed to make it run and if I'm able to do so without yet upgrading my system. Anyhow I agree with Octarine. Having a plain text password is usually not a show stopper. You have it actually in most forums, or web games by the way. Also many here still use an FTP client (not sftp), so... the difference will be little to none. Finally, the tool is here, use it or not, it's just another convenience tool for those which are super duper lazy. Yes I know some!
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because the example.jpg file must be stored in the same directory as your html...
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As a good number of the votes said they was interested, I invested some time to do a ftp push tool: http://www.nw-engine.com/index.php?c=ftp_upload Basically, you provide your hostname, username, password, and then select the directory on which you want to upload the self installer. The tool do not delete files, and beside an optional directory creation it doesn't do anything else as uploading the depack.php file. Now, even people which don't want to use an FTP or don't know how to use it (really, they should learn), can upload NWE. Is it all that useful? No, but it's just a little service we offer. BTW FTP is not secure, as the password travels in plain text... Same on our web page, so it actually travel 2x. If you are scared about it, use sftp, yet we don't offer now an sftp upload service (I would need to check what are the requirement for the PHP library for it). Of course the service is free, and you can use it even without license just to install the free version of the engine.
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1) To fill content (quests, story, items, npc and much more) you need initially no programming knowledge as all of that can be done via the admin interface, but if you want to modify some of the logic, or add new features, either you need to pay somebody to do it for you or you will need to do it yourself. On the other side, if you have features requests which could fit for a generic engine, I mean something which is not only for your own game but could be used by a wide number of games, then I'm willing to invest time to make another module which will be delivered in the full package. 2) The developer version is not meant to be used in production like a public game. The developer version is meant to be used by people which just want to develop modules and sell them. Also, if you check the price of the individual modules you will soon discover that the full version is much cheaper than the dev + the modules. 3) Torn City is not by itself a complex game. It has a lot of players (for text web game that's it), and quiet a good number of features, yet they are not overall really complex. I would suggest you to set down as much as possible the game content, rules and story on paper or in digital form (like google docs or word / excel). That will take you anyhow time to really clean up your mind and see what you want to have. In the mean time you still put aside money, as beside for the engine, you will have other expenses, like hosting maybe a template and / or advertisement. Sure you can start without spending one cent: free hosting, self written code and self made template. Yet just for the hosting you will soon discover it's not enough unless you have no players. Also, once you have the game content / story done, you can start to extract the features you need at first, and the features you wish to have later on. Having all in one shot is hardly doable, plus you could start earlier if you restrict yourself with the wishes. After the feature list, you can either contact me (via PM) or post again on the site, or go ahead and pick the engine you think fit the better your needs or on the other side discover that none of the existing engines can do what you want. Yet, with engines like ezRPG or NWE you can basically do more or less what you want, however maybe the features already embedded are useless to you, therefore you may end up better served by doing it yourself.
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Normally you should take this road: do it by yourself or pay somebody for doing it for you. In the best case you can find some true open source / open content art... But they are hard to find and usually only partially fit your needs. So you will be best served with the do all yourself.
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Maybe because McCode didn't changed since a long time, and the skilled people moved away from it? Or simply people decided to stop posting mods? But is it all that important? There isn't only McCode out there, plus you could make a game without any engine.
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Yet another... odd idea... for the yet even more lazy people
a_bertrand replied to a_bertrand's topic in New Worlds Engine
Well FTP is not really the safest protocol in my book unless use use sftp ;) -
Illusions reported a bug, due to the new content. Basically the crafting mod (which I didn't updated) was pointing to objects which do not exists anymore. You may now want to update the crafting mod (directly from the module manager), and have the issue fixed for you. Thanks Illusions for the quick report ;)
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As most of you should have notice, lately I was busy with the NWE project. But it's time for me to have again some fun for myself. I thought about what I could start and ideally use myself NWE for something such that I would see NWE as game developer and not only as engine developer. Yet I want to have some fun so want to make something completely differently from what we usually see on MWG. By itself the concept is not unique nor new. Let me explain what I want to try to do (not given I will finish it or if it will really work well): - The game is basically a war bot game - You can code your own bot (with a scripting language not all that different from JS) - You can trade logic or bots (for those which do not manage to code their bot for example) - Fight inside arenas or do special missions like for example harvest planet X or whatever. So how does it different from the many coding bot frameworks or games? Well you will code and debug your bot directly from your browser, try your bot, and then the arena or mission will be run both on your browser and on the server (to check if you really won it or not). Combats will be for the player in real time, yet if you leave your bot in the arena, others will fight your bot at their speed / time. If you win, you will win game money, which will let you upgrade your bot(s) and progress inside the game. So... let's see if I can make the scripting language work as I wanted, if that pass I'm pretty sure I will succeed in the adventure. If some of you is interested in this adventure let me know, I'm open to any really interested co-author.
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Yet another... odd idea... for the yet even more lazy people
a_bertrand replied to a_bertrand's topic in New Worlds Engine
True, but they do get the info from their registration mail ;) -
Yet another... odd idea... for the yet even more lazy people
a_bertrand replied to a_bertrand's topic in New Worlds Engine
It's not because the others don't do it for free that I cannot ;) Think about the first time you saw free hosting or free hotspots. Maybe you thought those guys are stupid... yet you find those more and more. BTW it's not a manual process. I will NOT upload the files for you for free... Simply write some scripts which do it. So you will simply use the service but not a human powered one. I'm not totally masochist either! So if there is a script which does it, why shall I make it pay? -
Good to hear! Me tries hard to make it a clean and safe process... But that costs time ;)
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I was wonder, what if you could ask the nw-engine.com to upload directly the free or a paid version of the engine to your own website? So you would provide your site name, username & password, and a directory where it should go. Then the site will act as an FTP client and upload the script for you directly on the right place. That could help people to install it, without having first to download and then upload it back to some server. Maybe I'm going way too far on the lazy road... but I thought I shall share my madness with you :p
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The new release 1.1.3 is available for all owners of the full version. What it brings: - A new way to add admin features to your module without yet creating a separated module for it. Simply add an admin_menu.php hook file to your module, and an admin.php file. The admin panel will then link back to your admin.php file within your module. You may check the forums module to see how it works. - Tables can have their own special editor, in which case the standard editor will call back your own code for them even if you will see the table in the standard table list. Check the inventory module and the table objects. - Objects (items) can now easily be edited within the admin panel. Self defined attributes will appear as any other items attributes. - Combat arena have been improved and shows now an approximate % of success if the player tries to fight a given NPC warrior.- - Combat arena shows some of the player stat above the NPC warrior lists. - Tutorial module have been improved to add a couple of new things, as well as the default tutorial now contains 16 steps (against what was it? 4?) - Combats have been improved, rules tweaked and item drops added. - Forums can have sections with conditions (like per clan or admin) (view and post conditions). - Players can be banned from posting in the forums, and a new admin panel can lift the ban. Also added as promised a lot more content, which shall now make NWE full a true game not just an empty engine. Of course I would not say it's a good game to install and let people play, even just because it would be yet another copycat of NWE. But this shall help you start with your work. All the content which have been generated via spreadsheet can be found here: http://www.nw-engine.com/wiki/index.php/Default_Content Feel free to save the docs on your own google doc, and edit them as will. As the content may break your game, if you just upgrade (and not re-install while prompted by the installer) the new content is not installed. Enjoy, and I'm here in case of issues, or if you have suggestions for the future versions.