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Everything posted by Fhizban
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The project is now V018 and a bit of refactoring has been done in order to make it a bit better (or "less bad"). Attached is a video that shows how the project currently shapes up.
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Real Life slows development down, nonetheless here are the latest updates: Most important, the d13 Project is now also on Github: https://github.com/CriticalHit-d13/d13 V015 * Added CKEditor for messages * Added pagination to league ranking list * Frontend Checking of Army Integrity finished * Fixed a bug that allowed to build more buildings than possible * Fixed a few alliance bugs * Technologies costs and requirements can now scale according to upgrades * Fixed calculation of attribute upgrades * Users can now select an avatar according to their level * Refactored all remaining procedural pages into their own classes * Added Technology class * Added Component class * Moved top-navbar to bottom - layout is now "full window"
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Lates project updates: It's a bug-fix update this time - tons of bugs have been removed including many regarding the combat system. preparing another round of refactoring. after that: spionage, sabotage and finally the map. V014 * Added extended tooltip system * Tweaked a few CSS styles * Fixed a few minor bugs * Minor GUI adjustments * Minor Performance issue * Messages now filterable in groups * Sliders now disabled if you cannot craft/train anymore * Double-click Slider to set it to the maximum amount * Researches are removed from the build list if you have researched max level. * Modules are removed from the build list if you have built max instances. * Lots of combat system bug fixes * Preperations for next update * Preperations for refactoring
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Latest project updates: V013 * Basic Combat System implemented, this covers: * Different types of attacking an enemy: - Basic Attack (Resource Raiding in progress) - Raze - Conquer * Gain/Lose Trophies when attacking/defending / Gain Experience via Attacks * Conquer (capture) enemy towns implemented * Raze (destroy) enemy towns implemented * Leader (hero) units implemented * Leader required for certain attack types implemented * Limited units implemented * Critical Damage implemented * Situational combat modifiers implemented (units can now acquire special bonus when attacking/defending) (some units can grant a special bonus to the whole army) * Flexible attack types implemented (the admin can define new and unique attack types, the basic game comes with several different attack types). * Units feature a movement type (ex: ground, sea, air) and combat types can be limited to certain movement types as well. * Players can now optionally gain experience by crafting components or training units. * Optional (Fuel) resource cost for armies can now also be a component (that must be crafted first).
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Latest updates: V012 * player accounts now gain experience through building, upgrades & researches * player accounts now level up - this affects league ranking * player accounts are now divided into leagues to measure their power * Added player status and league pages * Total Army stats now shown during army setup * Added optional Fuel resource cost to army movement * Added randomized terrain tiles to the city view * Marching units now shown in the Warfare type building as well * Players can send one army marching per Warfare building they have, multiple only possible with multiple warfare buildings * Shield system and Newbie Protection system implemented (inclusive configuration options for various shield types) * Refactored all build queues into own class * Restyled the representation of queues utilizing a overlay panel * All active tasks (craft/train/research/armies) an now be cancelled, either from the queue overview in the town view or directly from the building itself. buildings and building upgrades can also be cancelled - but only from the main town view. * Some resources are now automagically produced if the admin wants to. * Indirect/Multi upgrades now possible (each technology can now affect an upgrade, that upgrade can affect either one or more units or one or more buildings) * Lots of Bugfixes * Optimized/Optional templates caching * Added caching of template files
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Hi, Sadly this forum is not as active as it used to be in the past, therefore Im reducing my own activity here. I would still keep you updated and will post the project progress every now and then. Latest updates: * several research/craft/train projects can now run at the same time when the player has enough extra buildings of the same type available (aka 2+ Barracks) * buildings can now have a unique pending image, defined in modules.data * Users now have a level, experience and trophies (no effect yet) * Usernames are now unique (mixed lowercase, uppercase etc. registration disabled) * Hybrid harvest/storage buildings implemented * Unlimited resources that require no storage building implemented * Fixed a minor security issue * Replaced most text inputs with HTML input slider (Mobile First) * Restyled resource bar a bit * Building/Upgrading duration can now be accelerated by investing more Workers (or InputResource in general). Expect finished Combat System, Ranking System and Map System before springtime! https://sourceforge.net/projects/d13/
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a few updates including building upgrades and changing images of upgraded buildings:
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well web based games are a rarity nowadays but there is a active community all aroundthe planet i would be interested but my project does neither have acommunity nor does it follow any official code guideline
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soon guys, i use SF to promote this early version once matured, the project will move over to github the code isnot the best btw, but it does its job
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first version has been uploaded, please note that this project is still far from being finished! sourceforge.net/p/d13 next up: building levels,map system, scouting enemies and much more
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[uSER=64684]Dayo[/uSER] That looks good! Well my project does not even use a real tile map. Its just a simple process that dumps all pictures into a responsive grid. The old Devana had a mapsystem as well, that system is still buried somewhere in the code. I plan to re-activate it later. Right now, combat and map positioning is all "abstract". Like in most mobile games where you select an enemy from a list instead having a real map. Im still struggling finishing the army assignment and combat system. After that, I will release the code. If someone wants to help me with the project, you are very welcome - it goes open-source by the end of the year anyway.
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[uSER=53642]dave[/uSER] Can you tell me what UI part is most confusing and how I could do better? Thanks!
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The UI is "mobile first", you just have to get used to swiping and stuff. Its not so easy porting the original Devana UI (not the best one either) to a 2016 mobile framework LOL glad you like it so far!
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[MENTION=73822]Makazu[/MENTION]: Thanks! @All: A very early test version is now up and running on my personal homepage. Please note that a lot of stuff is still missing. You can put a dummy email address, activation is currently turned off. After registering you must close the register popover and click on the login icon (door with an arrow). http://www.critical-hit.biz/d13
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Sourceforge project page is now available. Expect free download of the first sourcecode release by the end of this year (2016): https://sourceforge.net/projects/d13/
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hey guys, so im new here with nothing to show yet, but: years ago i talked to andrei, the author of devana. we discussed some features and the future of the project. well, RL is difficult sometimes but i recently decided to pick up and revive devana. andrei seems to have disappeared and the project is open source anyway, so - why not? im a web designer / app developer from europe with sparetime to waste. Im building ontop of beta2, not adding any new ingame features for now. it will be called beta3 and compromises: - complete dissection of templates - code overhaul - template engine - frontend framework that is also responsive - bugfixes and security -way better interface, usability and ui this will take a while, expect a first release spring next year. graphics stay the same. all open source on github and sourceforge once ready i would like to help reviving the browser game scene with this thanks for reading -fhizban (aka tobias, 36)