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Fhizban

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Everything posted by Fhizban

  1. 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.
  2. 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"
  3. 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
  4. 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).
  5. 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  
  6. 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/
  7. a few updates including building upgrades and changing images of upgraded buildings:  
  8. 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
  9. 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
  10. 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
  11. [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.
  12. [uSER=53642]dave[/uSER] Can you tell me what UI part is most confusing and how I could do better? Thanks!
  13. 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!
  14. [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
  15. 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/
  16. 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)
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