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Aventro

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Everything posted by Aventro

  1. I average 15-16 hours a day on the computer during these times. Yeah, feels pretty bad 😛
  2. Aventro

    Romewars

    Looking forward to following your progress! Good luck. And yeah, that logo is neat 🙂
  3. Good luck with the sales. And hope you and your wife gets an amazing honeymoon! 🙂
  4. 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?
  5. ? 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).
  6. Laravel is approachable, well documented and its ecosystem is solid. +1
  7. 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.

  8. Well, hello there! Glad to be back. (hopefully soon back to Aventro)
  9. 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 :)
  10. 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.
  11. How does the battling work?
  12. 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.
  13. 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.
  14.   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?
  15. How's it going? Made any progress yet?
  16. I can't see either of the options provided above :-)
  17. Maybe I'm just missing something here. But how do I start blogging?
  18. I would advice against updating your database every minute. Instead you should as Coly suggested have a timestamp in your database that you can later use to calculate on how much points the user should be given when it's actually requested (needed). If the player would want to do something that costs AP, first calculate on how much points they have gained since last it was updated, update the points and finally do the requested task. It will save you a lot of redundant database queries. This is how larger games such as Travian handles it. They pass the formula (x resources per second and how many resources you currently have) and then just updates it in the client, and when you make a request they do the server side processing updating your resources since last time it was updated and then your requested task if appliable, this is why sometimes when you update the web browser you can have more resources than what it actually says, but overall it is pretty much accurate.
  19. The new year is coming closer and closer each day and soon 2016 is here. What are your goals for the new year? Personally I am planning on traveling at least once with my girlfriend. Hoping to the keep working on the job I am currently on trial at until April. Contributing to the web game community in some way and hopefully see it's former glory rise again ;-) Releasing some personal projects that can increase my income and hopefully contribute something to the world, last year I made the small amount of 500 dollars on various projects and hoping to at least go up to 1000 dollar. Keep exercising and staying healthy as I did the whole last year. Buy myself an apartment. Have you set up some goals for yourself?
  20. Seems to have some issue with the session cookies as I'm being randomly logged out.
  21. Firstly, good initiative on updating the appearance, looks much more modern and better. I would suggest that you take a look at the current forum structure and consider doing some changes. First up revise the game engines categories available. Most of them are not maintained and barely anyone who posts in them. Archive. This applies to most categories, consider grouping them up and rather divide them later if needed be. But why? The reason is simple: The forums looks dead with all these categories where posts was 2- or more months ago. That is one reason why I personally haven't been much active, the forums looks dead and I don't really feel investing time in to something "dead". So, I would aim for more general purpose categories, "Game engines", "Programming", "General" etc.
  22. For starters you should make sure your site/game works before advertising. I am getting a white blank screen.
  23. Cool. Anything to show?
  24. There should be a Items module you could start off with. Any demo account, and as asked earlier what ezRPG version are you using?
  25. And MCCODES have people to make things expand on? I thought all engines were dead pretty much =)
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