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Everything posted by a_bertrand
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ASP.NET - Capable of creating a game engine?
a_bertrand replied to stevenrfc's topic in Other Programming
Well, if you know .NET then yes, I would pick ASP.NET, it offers a lot that is either impossible or hardly doable in PHP, yet, you cannot simply upload your code, and hope it works, you will need to compile and then upload the compiled code, which means you need Visual Studio. Also if you pick ASP.NET I would work with LINQ and not simply with the ADO.NET library, so either choose SQL Server as database (which you can use for free for the development, and any windows hosting I saw offer it), or you need 3rd party library if you want to use MySQL. At the end it all depends of what you want to do, and how much knowledge you have in the languages. -
ASP.NET - Capable of creating a game engine?
a_bertrand replied to stevenrfc's topic in Other Programming
Totally different than PHP. More expensive? Maybe... but not so sure. If you can make web games? Sure thing. I personally use it for my day to day work -
I shall give you more info on Monday. For the year or two of development its the time I took as well as what I saw from others. Sure using as n engine saves you loads of time, specially if you keep most of it. But you will not end up with your game. Just a game. You may have a different opinion of course. For me, to design a sory, setup the rules try them tweak, and improve the game experience does take a year or more. Call me slow if you want.
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True, but do you expect somebody which have troubles even doing the most basic things you would expect that the step further which would involve edit the files and actually understand them can be done? I doubt. Yet you are right, you may be able to paint without being able to write ;)
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Seker: it wasn't against you the point for the "cannot install mods"... It was for raven.
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SRB: "I must say, that is a bold statement to say ANY McCode game. ANY in that context would mean ALL, so you are wrong." => was to any of the current version of the engine 1, 2, Redux. Sure if you change all by yourself and secure it, it's not anymore vulnerable, right? But of course you had to pick me on the sentence ;) For the 1-2 years, well sorry, then, maybe I saw only examples of people which took even decades to develop their own, and myself I can't say I developed mine in 2 day too. Also giving a bigger time frame should give people time to think and not simply drop some script somewhere. You developed 2 in 8 months? good for you. No need to scare people, and again I think you do largely don't understand me. Just as info, if you would have checked, he do have a NWE license too ;) Whatever. Why don't I want to give info? Well maybe because it's not my business to fix other people scripts? My point was simply to show that it was not secure (by default), and is still not with all the patches applied. BTW shall I remember a friend of yours SRB which preferred sentence was "it's not secure" and that was all ? Sure you can find also fixes while googling, however for somebody which have hard time installing mods you think he's able to get the info to secure his site? I doubt. It was to show that hackers can find all their bread on the net... that's it. Lucky: true, for the admin part you may find some different work around, however the same kind of hacks can be applied to receive money, crystal, dog and cats from other players. I hardly see how you could it then without some token on the URL. I could be wrong, fine, it was mainly to show that the current default engine is still vulnerable and people just buying it should not feel safe in any way. Now enough said, I think the McCode owners should wake up and help this poor soul to start with.
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Well one of the security issue is sadly the same with ANY McCode game: If somebody smart enough post a link of the kind: http://yourgame.com/admin.php?cmd=make_me_admin&id=userid (the url is wrong and doesn't work on purpose) and an admin click it you get the admin rights. Now you may think, sure no admins will ever click this link, ok, then what if you put the same link into a site like http://tinyurl.com/ which change the URL in something different, and then redirect there? Now leave a comment like: look what my cat did yesterday, and be sure somebody will click it. Same will work with any other function of the game. This is a major issue and none of the current McCode do anything to avoid it. Another issue is try to add some JS code in your forum signature, and you end up having a critical error on your server while viewing the forum post. How can you fix those? For the first issue, the only way to fix it is to have tokens in the URL... I will not give more details you will have to discover it or... use my engine :-P For the second issue here disclosed, you shall find the fix, I don't want to dig inside the code. You think those are the only one? Nope, and what's worse, just google for mccode hack / exploit and you shall find tons of info... too bad. How would I proceed if I was you? For sure stop publishing your game with your link as people could even hack your account... if they try a bit harder. Beside that, I would start writing down a story, setup the game mechanism (all text), and then decide the way to implement it (using an engine or write all yourself). Hard work? Sure thing, a LOT of work. Having a game is something which will eat you a lot of time if you want to have even something remotely successful. Count between 1-2 years if you are a fast coder to more if you are new and write all yourself.
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Ok could be an issue with the template. I never tried the ajax demo with another template. Will have a check but I'm away till Monday, so full checks will be harder for me.
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BTW, just by playing with it, I discovered several security issues.
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John: Mmm try to disable the hook cache. It could be that's linked to it. Dom: I don't have any issues with the demo, could you give me an URL to see it?
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problem with battle tent and attack ladder
a_bertrand replied to Raven1992's topic in Modification Support
Time to open some manual... or use another engine... -
Ok sorry, didn't understood it ;)
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You expect v3 to be totally different? And btw... don't wait too much on V3... I doubt they will succeed to reach their deadlines. So if you have something by the end of the year be happy.
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If you run xampp (apache, mysql on windows) you don't have normally any issue about file permissions as all is writable. On linux you shall give apache or whatever user you use to run the web server, the write permissions to the directory you want to write to. Here the installer cannot fix it for you, however it could point to some help pages for cpanel users, or others. On the other case, if the directory where the installer is, is writable, then the installer can create all the sub directories and setup everything correctly. In practice you would need to setup just one directory compared to the 5 you need currently. Would that make it work for all? No, for sure we will still find people not being able to do even such task.
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Hi, Many new php developers don't install a xampp or wampp on their PC and rely on remote servers to run their tests. Even if personally I think it's a very bad idea, that's a fact. Also, I saw that many had issues even to upload files and setup the rights for the folders. So I was wondering if I should make the installation yet even more... compact. Basically you would have 1 single PHP file to upload, which would uncompressed on the server and you would end up having the same stuff as you have yet. The advantage is that you upload a single file and not a good number of files and directories, also it would check directly if you have write access, and if yes create the directories with the correct rights. What do you think? Sure thing is, this file would not be all that small, and it will take time to make it really working well.
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You mean to limit the flood control only on a given set of pages / modules? That should possible indeed, but if that's what you want you will have to wait till next release ;) As some features of the last release are maybe somewhat hidden, this is an example of what the engine can now do. If you get an error, like in this case triggered by a module which throw an exception, the error handler shall catch it and display it with the old yellow box. However if you are logged in as super user, and the code editor module is enabled, you can now click on the file link: [ATTACH=CONFIG]530[/ATTACH] And jump directly to the file and correct line. That shall help you guys debug your code. You may also prevent saving / editing of the files if you edit manually the config.xml file. I don't allow the editing via the admin panel as it would then make it useless. [ATTACH=CONFIG]531[/ATTACH] The hook scan does basically the same, it will let you jump from any of the hook to the file directly in the code editor.
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Hi, I just upgraded the NWE dev and NWE free (which beside for the license are the same). - Added the Ajax library, as well as the ajax demo modules - Added the scan hook module - Added the code editor module Enjoy, Alain
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Hi, I just released the version 1.1.1 of NWE full (dev and free will follow shortly). What's in: - Quiet some little fixes scattered around. - Improvement of the turn based combat - Improvement of the exploration - Improvement of the training - Improvement of the messages (with request and send money, multi-selection to delete, and visible attachments in the list of received messages) - Fixed tutorial, now works with the new collapsed menu - New flood control - New works module - New scan hook module - New code editor module, linked from exceptions and hook scan, as well as directly visible. Can view only modules files, and only PHP, CSS, JS, XML files. - New game lock module With all that, I'm happy to say I feel it a solid release. In case of issues, you know where to find me. As always this is a free release, and you can download the patch or the full package. Cheers, Alain
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for sure it will not allow all the HTML, more likely only bold, color and such. Even image attachments are something I don't like much as you could trigger all sort of odd effects / hacks. Yet just for bold, color and maybe font size, do we such editor? Not sure. In any case if I implement it, it will be as module and you can have it or not as your will.
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Old Torn City layout based game full script
a_bertrand replied to jackhampson's topic in Paid Modifications
Just by login screen (vital-mafia.com) this is at least a mix of V2 and V1 if not fully V2. Which means => you don't have the right to resell. Only one copy if you own a license (basically selling your license). Seems you have no license for it so no you don't have the right to sell. I let McCode owners handle the issue, not my business, however buyers be aware: don't buy from him till he produce some true license rights. -
Yes we could integrate tinymce if wished, more so as it's LGPL which let you use it without transforming the whole project into a GPL stuff.
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- Flood control is implemented. You can define how many page loads in how much time is considered flood. If somebody reach that point, the session is killed, and the account locked for 15 min. Of course you may define the different parameters yourself via the admin panel. - A new "works" module has been implemented which let players get money after some time. - A new "Scan hooks" module has been implemented which let you see what kind of hook files the engine / modules may accept and who implement them: [ATTACH=CONFIG]529[/ATTACH] I had to code such tool, as I was wondering which modules was implementing a given hook. I think this could be helpful to all modules developers and therefore it will later on included in the dev version as well. I have another question for you guys. Would you like to have a smarter text editor for messages and forum posts, maybe not directly wysiwyg even if that could be done, but at least with toolbar for bold, color and others. Let me know what you think.
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300$ a month? Cool I can then work only 3 hours for you a month. Seriously it's really not such a big budget, sure it seems a lot but even if you pay somebody 15$ per hour it's what? 20 hours? And 15$ per hour for a coder is not an incredible price. So either don't expect an expert (more likely somebody starting) or don't expect many hours. To come back to your price, when I did some outsourcing work I indeed asked around 100$ per hour, and guess what I have been payed that price. No I'm not free anymore, don't ask ;) On your requirements: - no full access, yes I understand, but I would suggest instead to let the developer develop on a developing environment with full DB and HTML doc access, and then you publish the work once it's ready. - Custom engine in PHP? Fine, yet you say redux knowledge a + then, seems to me you are going into that direction. Your choice, I will not comment it out, but make things clear it help. - Payment per work or payment per hour, but don't mix the two that's non sense. - Game design / game mechanism should be set up by you, not the outsourcer, as otherwise the hired person will be responsible for all the design, and should then maybe even re-start the project. Otherwise how could you expect somebody picking your project and make it work when it's flawed at the beginning? I'm not saying it's the case, I'm saying it's maybe the case. So you should really think about it. Anyhow good luck with your project.
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Thanks Danny.
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Fine thanks for the input. That mean you will have it in 1.1.1