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Aventro

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About Aventro

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  1. Aventro

    Games for sale!

    Good luck with the sales. And hope you and your wife gets an amazing honeymoon! 🙂
  2. Aventro

    Laravel Vapor

    On this year Laracon, Vapor was introduced. A serverless deployment platform for Laravel. See https://vapor.laravel.com/. Looks pretty interesting. What do you think?
  3. Aventro

    MakeWebGames engine?

    ? Looks interesting. Using this architecture the engine could be a set of modules. This allows for a separation between the engine and the game (the Laravel application).
  4. Aventro

    MakeWebGames engine?

    Laravel is approachable, well documented and its ecosystem is solid. +1
  5. Hey! Tried DM you on Discord yesterday. I've had issues with my old account Aventro, I managed to login but when I tried changing email address to a @icloud.com one everything went south. No email confirmation and I was locked out. Not sure if you received the emails from me on the Contact page either.

  6. Well, hello there! Glad to be back. (hopefully soon back to Aventro)
  7. Aventro

    Review Feature

    Put the toolbar to the right of the map editor, it's a pain to scroll down (on a small resolution) to change tile. Consider: * Adding shortcuts * Removing a tile by holding/clicking on mouse click 2 (right click) * Import your own tilesets * Create a layer system   How do you scroll on the map? How do you disable zoom? Good job, if you keep working on it, let me know when you've done some updates and I'll be glad to take a look again :)
  8. Aventro

    Valet

    I actually use it from time to time, mostly when doing smaller projects and solo development. When developing in a team, I still stick to a Vagrant environment to make sure all in team uses the same tools, and that we run as close as we can to the production environment. And yeah, Valet is much faster (or dev environments in general that runs on the local machine and not a virtual one) :) Vagrant and NFS can be daarn slow some times.
  9. How does the battling work?
  10. I don't really fancy offering a GM/Admin position just by donating money tbh. These roles should be assigned to some one dedicated that fits the role, not just by donating cash. My personal opinion. Also, if you want more backers you should probably put some more effort into introducing the game, maybe a video, etc.
  11. Well, depends. People having coding experience would probably favoring working with a popular framework as Laravel, or Symfony rather than working with a game engine, due to the fact that the code in the engines are old and are just transaction scripts up and down with mixed HTML and PHP. But of course, if you're hiring a old MCCodes veteran they would obviously probably prefer coding with that game engine then using a framework, but again, these game engines are pretty much 'dead' and it would be hard to find.   A shortcut is not always the right solution. With a better "foundation" it should be easier to build the game further. I fully agree with the planning. We use agile development at work, and I've recently adopted doing that on my personal projects - which gives me much better results and also, finishing my projects.
  12.   Should I use a game engine? Game engines give you some code that works, the basic functionality your games needs. If you’re using one of the popular ones you can also install modules which gives you yet some additional functionality. You can tweak these, and then you have your game. Great! Right? No? You’ve successfully created one of the games that look and works exactly as the other games built on the game engine you’ve used. Your options now are to either tweak the modules further, build your own modules or pay someone to do it. As you realize no one really is interested in helping you out, because a) You don’t have a great budget. b) They don’t want to work with that code. It goes back to: doing it yourself. You probably have little to no experience and as you learn you realize, god damn the code is really bad written. It’s old, it gives you errors. It’s hard to understand and developing new features gives you complex bugs you cannot solve. You’re stuck. This analog is not entirely true, if you’re determined you could probably solve and develop new stuff and succeed, but be sure it will be a bad experience. You’re starting off with something old, out-dated and not even supported by its own creators. To answer the initial question: No, you should not. There’s better ways, and I’ll post about that sometime in the future. Do you agree? If not, why?
  13. How's it going? Made any progress yet?
  14. I can't see either of the options provided above :-)
  15. Maybe I'm just missing something here. But how do I start blogging?
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