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a_bertrand

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Everything posted by a_bertrand

  1. Send to my email ([email protected]) your paypal transaction or at least your username and I will reset your password.
  2. a_bertrand

    Error

    Sorry spudinski but... when will abs($something) be smaller than 0? Never. So that's clearly wrong. Maybe you thought about intval or something like $val+0 or other... but for sure not abs ;)
  3. wykydz: Yes those errors are due to the fact the demo disable ALL insert / update / delete operations. Otherwise the demo would be defaced after 5 minutes. So either we must create like a new database for each new visitor, or... we have to block all operations. Also, in the demo it's not possible to install modules, create them, export them or enable / disable them. Same reasons. I should however make a better error message for the "add new row" in the admin panel.
  4. No I will not go further with that development. I made it, it works (maybe not perfectly), it had his players but that's it. No more fun for me, therefore I move along.
  5. Hi, I made my best to come as fast as possible with the developer version of the engine. It is a REALLY reduced version of the engine, loads of functions are not there however the concepts (beside a few tricks which should not matter for development) are there as well as all the infrastructure to develop and test your mods. As you may be surprised by it, if you expect to see the full engine, it's better you check the demo before buying it: http://www.nw-engine.com/demo_dev/ If you are happy and understand the limitations of it (which are beside a really limited number of modules the fact you cannot use it for a running game), you may purchase directly from here the license at the cost of 20$: http://www.nw-engine.com/index.php?c=packages It's still extremely cheap for what you get, as overall you get over 6000 lines of PHP ! I hope with this to make most of you happy, as 20$ should be repaid in no time if somebody is interested in your mod, and yet let you start to develop for the brand new fresh engine.
  6. As I said prototype. Try to do a good clan module. You will see it will require already quiet some work.
  7. Don't worry anyhow I stopped developing it. I'm not interested in it anymore. However it was to point out that you can't always handle it. BTW When I developed it, it wasn't old standards, it was the way to go ;)
  8. I know they are not cached because the browser display at some point wrong tiles and it takes a while (staying on a fixed pos) to get the right tile showing. And... NEaB have more than 400 tiles ;) 1521 background tiles 731 foreground tiles 12389 monster tiles 6105 player tiles
  9. Well you could use a like a ProxyPass directive on your apache config, and forward it to a private IP address. Or you could use a rewrite rule, and run simply the node.js on a different port than 80. Both should work.
  10. Yes I'm talking about NEaB, and... sadly this doesn't work. Seems the browsers do have a limit number of images they are willing to cache.
  11. Opening the web page: document.login is undefined (Check the error console of firefox) Register: grabit is not defined Also your form: <form id="form1" name="form1" method="post" action=""> I doubt a action="" is good...
  12. Spudinski: http://makewebgames.io/showthread.php/41312-Developer-version-on-the-way
  13. You send me a PM LearningCoder with exactly the same info, and I told you post something in the forums WITH MORE INFO... how do you expect we can help you? Give us at least some link to test it, or show us the code.
  14. Yes you will be able to purchase any official modules individually. I will need to go through all of them (we have quiet a few as you saw) and adjust the prices however. Currently it's set to a default 5$ ;)
  15. After discussions with illusions and others, I decided that a developer version will be offered. The price will be around 20$, and will not be the exact same package as for the other. Some features will be missing mainly modules and the license you get will be a bit different, stating a license version instead of a normal production one. So if you want to make a module which attach itself to the messaging system you will be out of luck, however it should cover most of the needs for independent modules, templates or whatever. Now why 20$ and not free? Well, because it's anyhow some work to setup such version, also as you will get a license, and, it covers also some of the costs linked to check the modules you may send over the market place. It will also somehow filter who does it. 20$ is anyhow extremely cheap, so don't think I will make money out of it. It's more a kind of a filter than anything else. I don't have date fixed for it. But expect it in a couple of weeks if not sooner.
  16. The cache feature (hook cache I believe) is a little thing I'm proud of, and which actually do have a huge impact on performance. Took me actually a couple of day to come with this solution fully working. For those which are not with the engine on hand, basically the engine works with modules being directories and files. If you want to define a menu entry you create a menu.php file and this file will be then seen by the inside_menu module (via a scan of all modules directories) and then loaded / run. This as the advantage of being really flexible as modules could offer ways to other modules to extend some of their own functionality, like the menu is nothing else as a plain module yet if every module starts to scan every other module you will soon loose a lot of time scanning files / directories. To avoid that, and therefore speed up the game engine, you can enable the so called "hook cache", which will do the scan only once, and merge all the files found into one. From second time on it will use the cached file instead, which means, no more scans, no more multiple loads. However if you enable the cache you cannot develop anymore, so you should disable the cache while developing or clean the cache once you change something. The result is that with cache enabled the execution of a page is about 3-5x as fast. BTW enabling / disable or cleaning the cache is all available from the admin panel. And for the sales, so far it's going well, so, let's see how the community will grow ;) Be assured that I will do my best to support the community and its grow.
  17. This release contains both fixes for a couple of bugs reported by rulerofzu as well as a couple of improvement done by Illusions like links to the player profile of the author and more. The update is available directly in the package or from the market place. If you go in the module manager you shall see also that the module got updated.
  18. Cool! I made myself (quiet some years ago now) a 2D game with JS and PHP. The only real issue is how many "tiles" you can load and how to preload them as that seems to be inconsistent. Some times simply browsers fails to keep all the images in memory as you would have wished.
  19. Yes? But why? What did you saw which makes you not like it?
  20. Thanks Illusions, Prototype, Dominion, was... hard work at the end, and I had to rush a bit for the market place. I hope to improve it soon. For demos of modules, well you nearly have all there: http://www.nw-engine.com/wiki/index.php/Module The last code is an actual module of the engine, and, all you are missing is the admin_menu.php which could be found here: http://www.nw-engine.com/wiki/index.php/Admin_menu.php so free sources of modules? Well you should be basically covered with all the examples inside the wiki. Yet the issue is that you cannot really try them unless you have the base engine to try them on. And basically not only the base engine if you want to be able to develop modules for the messaging system or in game home page or whatever.
  21. I'm unsure about a developer price. There is a couple of things about it: - If it's a developer version, then you certainly do not need most of the mods, so let's say we make a new package, without nice templates, without chat, without forums, without combat etc... just nearly a bare-bone engine, with login / logout, and a couple of other features. Yet we would need to carefully think about it... and wonder how much good it is, as many developments are basically the modification of an existing module, or the "collaboration" with exiting tools. So it need to be thought and for the moment, I don't have a good answer. For HauntedDawg question, I'm lost, I don't know what you want here...
  22. Sleeping bag: from google image search as well as the money and maybe every single other picture based image of the game. Means if you don't want copyright issues, you would need to change all the pictures to something bought or... made by you.
  23. You may already start buying / browser / test the brand new "New Worlds Engine" at: http://www.nw-engine.com - To test, click on the demo link, and then click on the "Log in as admin". - To check the work in progress on the documentation, click the wiki link - To purchase the engine, you need to register an account at our shop, and then click the "Engine Packages" tab on top. The price is set currently at 100$ and will quiet certainly increase once we will start to deliver more modules to include in the package. Any purchase of package will grant you a full year of updates and upgrades, which means you will save money buy jumping on the train early on. From second year on, you can simply pay the maintenance fee of 30$ per year, which will grant you access to another full year of updates / upgrades. Of course I remain here to answer any question of yours, as well as help you in case of issues. I will try to be as much as possible on the IRC chat too today, so if you want quick answers, try that first. Partial feature list:   Full installer: Un-zip the engine Run the main index.php Answer to some simple questions A couple of minutes later you have the engine up and running.     Embedded security against SQL injections due to the usage of the MySQLi library. Embedded security against XSS via special token system. Fully modular: Modules can be installed from a single file (nwp). Modules are self-installing (no need to run SQL commands by hand or modify any file). Modules can be enabled and disabled directly from the admin panel. Modules can be upgraded directly from the admin panel. Wizard to create the skeleton of a new module.   [*] Multiple levels of access (Super User, Administrator, Moderator, Simple Player). [*] Full featured admin panel. [*] All texts can be edited via the admin panel. [*] Simple to use template system. [*] Same look across all the modules (official or not) due to standard functions. [*] Nearly all official modules offer tweaks accessible via the admin panel. [*] Live check of the latest version. [*] Security embedded against password brute force attacks. [*] Embedded and customizable captcha system. [*] Simple framework to develop (nearly plain PHP). [*] Full customizable player stats. [*] Full customizable items (can define as many attributes as you want without modifying the database). [*] Access to defined set of tables directly from within the admin panel. [*] Real time statistics. [*] Real time Ajax chat. [*] Complete messaging system with smilies, links and more. [*] Direct trading between player via the messaging system. [*] Embedded bug reporting system for the bugs of your engine. [*] Paypal premium package ready to be sold. [*] Rotating banner system. [*] NPC Shops. [*] Integrated powerful tutorial system. [*] Steal from NPC shop (could end up in jail). [*] Inventory system. [*] Training page. [*] Exploration area. [*] Player classes. [*] Experience and level handling using the flexible stat system. [*] Embedded cron system (let you run the game without installing any cron, or you can instead use the standard unix cron if you prefer). [*] Embedded profiler to check what takes time in case of slow downs. [*] Included F.A.Q. system. [*] Public and in-game area (with plugins for both). [*] Complete action log of all actions. [*] Bet game. AND MUCH MUCH MORE!
  24. Moved off topic posts to: http://makewebgames.io/showthread.php/41302-Moderation-issue
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