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SirChick

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Everything posted by SirChick

  1. Are you not making a new next gen version :P ?
  2. I just looked at your engine quickly and noticed its using old HTML standards. Most of which is not using hardware support features of browsers. =/ Although not much you can really do about it unless you re-code the entire engine.. unless you plan to do a next gen engine.   But i see the issue you're on about - as you scroll on map editor it loads other tiles briefly. Page source is too compressed to make it easy to read what the problem may be so i can't really say how to solve it. I'm sure i can find the fix if i saw how you draw it.
  3. hmm on my map which is 1million by 1million tiles it loads fine because i use edge buffers. I'm not sure how you load you're images... but .... Are you loading all of them before the player even reaches a situation where the tile/image is needed? If so thats going to cause memory issues and unnecessary loading of images. To make it efficient, you only load the 20by20 range of tiles and unload any thing past that limit. in the loops you would have the array of tile X:Y with src.. so pseudo code: for( i = x - (total_tiles/2); i < x + (total_tiles/2) ) for( i = y - (total_tiles/2); i < y + (total_tiles/2) ) //wise to do checks if such an array position exists before assigning ground tile = ground[x][y].src; sprite tile = sprites[x][y].src; } }   The only pre-loading you do is compiling the arrays ground and sprites this is done on loading the game. You can also do this to a degree on the fly by only loading the array of information based on a given map ID (you could even cut the map into sections to make the array smaller still). And then load on the fly. This means the amount of memory used is significantly lower. And you don't have to loop through massive lists of images to find the correct tile (which would take forever with that many tiles you mentioned and will be the cause of long load times.) To improve speed again, you could pre-compile teh array of data, and store it in a DB table. Then you simply select that array from the data field. So its not pre-compiled every load (of course u have to recompile and save to DB if you edit maps). That way it will load once the SELECT query is done and not loops to make the array which is slower. EDIT: This is the same approach used in Age of Empires in C++
  4. It works for me =/ Browsers can easily cache 20 by 20 tiles. When you consider alot of the tiles are the same particularly ground tiles.. it probably is less than 20 by 20 anyway.. How do you know you're tiles are not being cached?
  5.   This is actually quite easy. Are you referring to NEAB? If so the logic is this:   Lets say player position is: X = 5 Y = 7   Then your loop would be like this: for( i = x - (total_tiles/2); i < x + (total_tiles/2) ) for( i = y - (total_tiles/2); i < y + (total_tiles/2) ) this then loops through array positions. Lets say total tiles was 10...   It will therefore load 20 by 20 tiles around the player. To work out how many tiles is needed you need to get the width and height of the window in which loads the graphics then divide by the tile gird width and height. But always remember to add a +1 to that answer so you get a buffer of 1 tile edge to avoid the issue of some tiles unloaded. This is particularly useful if player position is stored at pixel level and not grid level.
  6. Hmm sounds interesting i have sent a MSN request so we can chat further.
  7. I could help - though it sounds like you need PHP done too or you just need the layout done for poll and registration etc?
  8. It be better if you explained what work you wanted done before i could offer any help.
  9. Hey guys, For some time (2 years) i been working on game development. And decided a few weeks back to make a graphical isometric game in PHP. It seems PHP text based games are very popular but i want to push past that and start bringing people to graphical engines. The game so far runs at 30 FPS to 60FPS the browser is a huge factor on performance as is you're PC specs. Chrome and IE9 (altho i would avoid IE) being the winners on performance - but that comes to no surprise as Chrome is leader in almost every aspect. FF is slightly behind and the rest are miles behind and are unplayable. (Don't get me started with tablets/phones) but i will eventually find a way to get it working on that. The general jist of the game is you build you're own city and complete quests and battle other player's armies that you create from you're city. This does ring bells to age of empires, but it has its limitations given the language I am using, there for its not quite the same.   I will attach screen shots when i am past the engine making stage and apply my own graphical designs, currently im using Sim City 3000 sprites to get it all working :P
  10. Just to point out, that a 100% correct HTML markup isn't needed.. But people like it, I mean look at Google try there page.. I know for a fact it's not clean of errors and warnings. ;) Its only a matter of time before things get depreciated in HTML browsers so neglecting things is a bad idea.
  11. Did you recieve my email for my game to be reviewed?
  12. Nice site - how ever you have not got your html / css correct. I put a big arrow just encase you didn't know what im referring to: http://i53.tinypic.com/xdq2o.png Thanks
  13. I sent you an email :D
  14. Regarding the AJAX/FLASH decision - which is technically more efficient on server load ?
  15. At best the answer i could give on that would be AJAX but that doesn't execute it - just calls it.
  16. link doesn't even load for me.
  17. I understand that - and my team are working on some kind of introductionary story. How ever the issue, is i want to avoid people logging into a big block of text with the story, as the tutorial is already rather lengthy (5 paragraphs). How did you get the story awareness without it being too much text upon login as im trying to avoid people being put off. I should note my site is written from blank... no prepaid engine.
  18. May i ask how easy you found to just sign in and understand how to play.. i get alot of people joining and never returning - driving me nuts cos i don't know why.
  19. Hmm not a bad idea! I will do a test layout and see how it goes with user's opinions! Thanks for the feedback everyone :)
  20. Simplest reply: PHP is one of the easiest to learn - if you want go on to learn more complex code like JAVA and C++ then PHP is the best place to start albeit C++ is very different. Why: ITs reasonably reasy to self teach due to so many free script examples and tutorials. Huge community forums for support, a good huge number of sites use PHP and its free and widely supported. CSS/HTML - just how can you not learn that without a website, unless you learnt flash but that then limits total users for the site as not all like flash and disable it or don't have it. You don't make Cash from these languages, its the idea/product you make from the code that makes you the cash.
  21. Hi, I have removed the auto join chat room upon login (although the game setting allows you to turn such a thing off) i have changed that to start off instead of on. Thinking of changing that in general anyway. Yes the landing page is due to the exact reason you mentioned for more games - can't think of any other way to do it for now. And with the story , i will talk to staff about that. Regarding the gym, im some what confused by how it would be for selection + other.. can you show a basic training page example of what you referring to so i might get a better understanding? Thanks
  22. Your not forced to vote ??? There is no directional story on the basics of the game, they are all character building stuff. The story becomes clear at level 10 when you finally leave the town to explore. What don't you like about the training - what do you suggest i change it to? And the login - should take you straight in, i will look into that. EDIT: Fixed the login thing.   EDIT: i misread.. yes password cannot be same as username/game name for hacking reasons..makes it harder for people to guess. Thanks.
  23. Oops, yeah i just made a new registration page. Made a silly typo! Have fixed it now ! Sorry for that :) Thanks for alerting it to me.
  24. Hello, My game has been out of BETA for a month now and i would love some feedback on it. I just finished the multiplayer feature of the game, which took me a while to make from scratch as i was not happy with the original one i had. The game is not an easy one, i've got lots of economic stabalising formulas to make sure inflation does not run wild or fall. It took me some time to get a "slow but steady" money flow whilst keeping the game reasonably challenging where you have work for it to get something. I got quite a bit more work to do on user stuff like a trade system, but most of the game is running smooth now. Members counts are not great but it is new to public from BETA. So yeah feedback is welcome. Website: http://www.civilianuniverse.com
  25. Re: Can you help me debug my codes At the moment when the data is submitted it doesnt do jack all. Thats is the login page.. when you login correctly it takes you to sucess.php which basically says "you have successfully logged in" then it redirects you to the main front page where login members can access. It would not make sense to log in yet be directed back to the login page cos you'd never be able to access the site then. But at the moment all it does is you can type in aload of junk and click login and it clears the data you inputted and does nothing. And you can also type in correct data (a valid username and password) and it still does the same thing. You get me?
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