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a_bertrand

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Everything posted by a_bertrand

  1. As stated, the idea was to create the module for the competition and then once it's over you can put it on the marketplace. However yes I will accept modules you develop from now on even if you publish them on the marketplace before the deadline. However the module should be a new (not published till yet) module not something already existing on the marketplace.
  2. HD: yes, leaving the modules developed during the contest open to the sale is a good idea will change now the rules. I simply don't want to let people use the free version to make money and therefore spoil those which supported the project by buying the dev or the full engine. The runner up will actually have the same price as the winner... minus the 50$ so why going for the runner up? I hardly see the point here. You are not limited to the number of modules you submit. However working on 100 different modules where you could invest your time on a couple well done is for me a bit of a shame. Also each module will be evaluated for itself (unless one module require another one) and doing many separated modules will not make you evaluated better.
  3. Hi, To help you get familiarized with the engine, I propose a new mod development contest open to everyone (owners of licenses and not). First of all, as you don't need to buy anything, I released today a totally free version of the engine which is basically the same as the dev version without the license. The difference between the free version and the dev version is that with the free version you are limited to use it as pure internal development version and you don't have the right to sell any modules where with the dev version you are allowed to. The free version can be downloaded here: http://www.nw-engine.com/nwe_free.zip The contest: Develop an unique module Deadline: 10th June 2012 Submit the zip or the NWP (New World Engine Package) to: [email protected] You are not limited to any number of modules you submit. However quality over quantity will make the difference. Criteria: Uniqueness / coolness / usefulness factors Code quality (conformance to the engine, readability, etc...) Judges: To be defines yet, you will be informed before. Judges cannot participate to the contest, and cannot have private discussions about the contest during and before the results of the contest are public. Prizes: First prize: 50$ (paypal) and a full license of the engine Runner-up: a full license of the engine Cancellation: The contest could be cancelled if we receive less than 5 modules to review. You will remain sole owner / copyright owner of the module you develop, we will not use it otherwise that checking it for the contest. You may afterward sell or distribute for free any modules submitted during the contest. Further commercial (or non) development will afterward require a dev license, however the free license will remain for experimental and as "preview / test" of the engine. Of course you can use this thread to discuss ideas, ask / give suggestions and post your work in progress if you want to.
  4. Hi, A new development version is available with the brand new admin panel and module manager as well as back port from fixes, profiler and much more (full version update will follow next week). All dev license owner can update to the latest by taking the full zip from the license area.
  5. That's already planned but not for next release.
  6. You are welcome. My goal as you know is to help you game developers.
  7. Mmm the page should come fast and then the letter should load, to have a single image, I would strongly suggest you to simply create an image for it and change the template accordingly. You don't need a mod or a core change (BTW that doesn't touch the core engine).
  8. Skooda: take this as a nice little warning from one of the site admin. Stop trying to do business on MWG. Till further notice I will take down each and every thread you post where you will try to sell things or services. I would also strongly suggest anyone to NOT trust him for any kind of business.
  9. I'm working currently on the next release of NWE (as you may expect it). Just to keep you informed of what's going on, the next release will have a much nicer / user friendly admin panel and the module manager module will be actually a lot more powerful. How so? - The admin panel will not show anymore the tables and configuration keys as they will be ALL THE TIME available on the new side admin panel (which appears on any admin module). That will reduce drastically the number of links of the admin panel. - The module manager will show you all the tables and config keys defined by a module (see here under) as well as let you finally upgrade modules directly from your game (no more going to the marketplace, login, download, then go to your game, login, and upload the module). A simple click on the "Update" button of the wished module you want to update, and after a couple of sec your module will be download, and installed. As easy as that. - The admin side panel called "Admin Quick Link" will appear on each and every admin modules (as long as their config.xml is correctly set), and will let you jump from one admin module to another, as well as see all the tables, or config keys. You can hide it if you don't want it, and you can expand / contract those different sections. Of course it remembers how you set it up. [ATTACH=CONFIG]379[/ATTACH]   So what's going on beside admin improvements? Well I must admit the next release will be mainly improvements of the existing tools, more than actually bringing a lot of new functionality. One thing which I promised is the location module, and that should be in. Beside this new module, I doubt there will be so many others, but stay tuned, as it will anyhow a good release ;) As always wishes / feedback is welcome.
  10. Good suggestion rulerofzu, I like them.
  11. As you saw the first clan system has been release, however it doesn't do much beside allowing the creation of a clan and allowing members to join or leave. We plan to add forums pro clans, mass mail, news and further link the clan the quests / npc dialogs somehow. Now what shall the clan system do? - Battle between clans? - Weekly money generation ? - More ideas?
  12. The latest version of xampp do have the warning/notice setup as default error level which wasn't like that before. It means it will trigger an error every time you access a variable (for reading) which wasn't defined / set before. Two options, either you change the error level in the php.ini or you fix your code (which would be better).
  13. Of course we could ban him from the forums, but will that make any good? Beside that I hardly see what the owners of the forum or any other admin / mod shall do.
  14. New version, after some tweaks (like the lips) [ATTACH=CONFIG]377[/ATTACH]
  15. For me an engine should be the framework where you build a game. Therefore stats, items characteristics, or game rules should not be hard coded. Even if the game rules may be hard to keep out of the code, for the remaining it's pretty much easy to do if you do it right. The engine should help for the security (but cannot prevent the game owner / mod developer do stupid things), should offer a safe and clean base code, offer a good DB layer, and a modular system. If you have those you are already with a good start. Now of course if you do it for others, you will need as well to attract potential customer (being your engine free or not) therefore you will need to offer as much pre-made as possible as today it seems a lot of potential game owners are on the super-lazy side. Which means, you should offer all kind of modules at least in a first iteration style (which means maybe they will not be complete, but at least they are there), offer a good admin panel, and potentially some initial content to help the person taking your engine to start with it. Should an engine be a pre-made game? Ideally no, but if you offer the flexibility to change it to basically any kind of game, then you may offer some content which could be used as is. Must the engine be text or graphic? Doesn't matter much, even if on Make Web Games it seems most runs for a mainly text game. Honestly I don't hate any engine, I may not like how things are done in some, or the code style / quality of another, but hate is word way too strong for my feeling. Any engine could offer some stuff that none of the other offer. Personally I will hardly buy an engine ;) Me spends money on 3D tools and other hardly on PHP code.
  16. A couple of years back, going from one software to the other was quiet painful, and it was also fault of the developers which was scared that if you could switch from one software to the other they will lose you. Yet, developers of graphic software finally accepted the fact artist (and hobbyist like me) may need the tool of software X while using software Y. The great thing about it is that you can use the strength of each software to produce art which otherwise would require way too much work on a single software. Here is my last creation: Sculpted / modeled (for the head) in ZBrush 4R3 And textured / lighted / rendered in Modo 601. Passing from one tool to the other was simply pressing the "GoZ" button inside Zbrush! BTW It took me about 4 hours of work get such result. [ATTACH=CONFIG]376[/ATTACH]
  17. It would be indeed much smarter to be setup on the Apache side, however if you are on a shared drive or lack the knowledge the option is offered in the engine.
  18. And maybe tell us what kind of engine or self written code you use ;)
  19. This version which can be downloaded as full package or as path zip which contains only the last changes (from 1.0.3) can be now found in your license area of http://www.nw-engine.com To upgrade from the patch zip, simply extract all files of the zip on your installed NWE directory, and call the index.php file. It will trigger the installer and you will be able upgrade the current installation. Notable changes: - Improved installer with requisite checker. - Admin table editor improvements (added more options in the code and action wizard, added null support to drop down list, and let you switch from one table to the other directly from within the editor). - Added an admin edit user stat module which let you edit any stat of any user live (add or remove). - Number can be formatted correctly and do have tweaks for decimal and thousand separators (for example visible in admin_game_stats) - Added HTTP caching (by default on) with a module to disable it. - Drastically improved the profiler (with more details and preciser) - Improved the admin_html_filter module (which let you enable or disable the HTML filter) - Added password recovery mechanism - Added images to the explore (layout must still be improved) - Added NPC discussion - Added startup of the clan module - Fixed table structure of the premium module - Added image for jail and hospital - Improved items library I hope you will enjoy this release, as always I'm here to answer questions / issues and open to suggestions / requests. Cheers
  20. The design improves... But yet it's simply to plain. You could basically do all that or nearly with plain CSS. To really learn, try to visit some sites like: http://www.templatemonster.com/category/games-website-templates/ And try to reproduce one or the other template you see there and you like. Of course don't copy / paste their templates, but re-use the concepts / designs and color scheme. Also, till you reach higher level, don't try to sell your templates, as it's simply too early and doesn't put you in good light.
  21. I would say, if you start playing and you can really do different things for a couple of days or weeks, then you have enough content. However it pretty much depends on your game, I mean, a pacman clone would need a relatively low number of things before being considered a playable game, on the other side an MMORPG will need tons more features, stories, and characters before open the doors to the beta.
  22. That's why you work by milestones. Milestones defines what need to be delivered at what time. And you pay when the "package" is delivered. But instead of paying all in block at the end where one of the 2 side could loose all (time or money), milestones makes the lost smaller in case something goes wrong. For you, in case you didn't got what you wanted you simply don't pay for that milestone, and what can happen is that you payed 6 over 10 milestones so you must find a new developer for the missing 4. See? Everyone is winner like that. Pay on completion on the whole project usually works only for big companies which could also trigger lawyers in case something goes wrong.
  23. Even if I understand why you would like to pay after completion and test of the game, for a developer it could mean never. Usually as outsourcing work, you should pay either per hour (which in your case is not a good option) or per mile stones. Which means, you define with the help of the developer different milestones which need to be reached (also with a deadline for each normally) and for each of them there is a partial payment.
  24. Happy BDay old old man... so old in fact.. gasp... 3Y more than me :p
  25. - Removed all the "other engine" sub boards and moved content of it directly inside "other engine". - Deleted horizont engine threads as the site disappeared. - Merged various Art / Content sections - Moved NEaB inside other engine and removed sub-sections - Moved "Question of the day" to misc - Removed "News of the world" - Moved "Tech news" to misc - Moved down wsirc and playerscorner - Moved .NET in other programming - Renamed MySQL to allow other DB as well - Added some descriptions on sections where a description was missing.
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