sniko Posted August 16, 2010 Share Posted August 16, 2010 Hello, Ive been thinking, what do you think is better? Having a website template which has all the bells and whistles with detailed imagery which looks immense attracting users, or have a clean old "rubbish" one, like Torn. Here are the pro's and con's for each which i can think of. image Template - Pros .: Attracts Users .: Its unique .: its customizes your game .: Puts "life" into your website image Template - Cons .: Uses more Bandwidth - unless optimized imagery .: Costs in designing and integrating .: People may be put off it .: Loading Times .: Copyright Infringement on some imagery clean Template - Pros .: Easy to follow .: No loading Times .: No cost in production of the imagery .: No worry about copyright infringement .: Hardly no use of bandwidth clean Template - Cons .: Ugly .: Users may be put off it .: Need matching colours .: Looks Dull .: Not unique Above is all i can think of. -sniko Quote Link to comment Share on other sites More sharing options...
iSOS Posted August 16, 2010 Share Posted August 16, 2010 Torn is a bad example of a 'clean' template - you can make sexy templates using CSS as same with images, it all depends what type of site you're trying to accomplish. Quote Link to comment Share on other sites More sharing options...
sniko Posted August 16, 2010 Author Share Posted August 16, 2010 Thanks for replying Zed, for the thread, i'd like to use the idea of creating a new game. - Text Based RPG Quote Link to comment Share on other sites More sharing options...
iSOS Posted August 16, 2010 Share Posted August 16, 2010 Well it all depends on what type of game you have I guess, I mean, take Torn for example, they have a typical crime game nothing too fancy just crime so a simple template suits that best, If you have a 'niche' game then you'll have to have a template that accommodates the theme, say for instance a 'apocalyptic' genre will require some kind of template to represent the genre of the game. Quote Link to comment Share on other sites More sharing options...
Lilith Posted August 17, 2010 Share Posted August 17, 2010 hmmm, I think I quit torn after like 1 day of play because there was nothing to keep my interest graphically. I mean I am a right brained person who requires some kind of interesting thing to keep my attention. However, other games who have massive amounts of graphics distract me and drive me batty. I find that as a player, I prefer a game that has at least a header / side image, but nothing behind the text that draws me away from paying attn to the game. So, I would have to say A mix is a happy medium. a graphically enhanced header or image that doesn't interfere with or distract from the text, with clean css / html "playing area". Quote Link to comment Share on other sites More sharing options...
srachit Posted August 17, 2010 Share Posted August 17, 2010 I have to agree with lilith on this one, he has hit the hammer on the nail. Although I have to disagree with sniko's concept that a clean template is a dull template. Here is an example: Cheeky peek ;) Its a web 2.0 clean template but its still attractive not dull Quote Link to comment Share on other sites More sharing options...
Joshua Posted August 17, 2010 Share Posted August 17, 2010 I think it's the Nail on The Head :P same ole thing though ;) Quote Link to comment Share on other sites More sharing options...
srachit Posted August 17, 2010 Share Posted August 17, 2010 lol yea, was a bit unsure what it was :P Quote Link to comment Share on other sites More sharing options...
Lucifer.iix Posted November 17, 2013 Share Posted November 17, 2013 (edited) I like this page: http://zurb.com/ looks also great on a device. For bandwith and performance you have to split the HTML in segments. How more the thing changes the smaller the segment can be. And than parse it on the client with a simple java script and XML. But you have to make shure your caching is working correct, so images only being send once. If not cached public some where downstream. So if you know for shure it doesn't change untill then inforce caching (not ask, if-changed-after) otherwise use the ETAG header . function fetchData(url, onStatusOk) { console.log('fetchData: ' + url); var xmlhttp; if (window.XMLHttpRequest) { xmlhttp=new XMLHttpRequest(); } else { xmlhttp=new ActiveXObject("Microsoft.XMLHTTP"); } xmlhttp.onreadystatechange=function() { if (xmlhttp.readyState==4) { if(xmlhttp.status==200) { onStatusOk(xmlhttp); } else { console.log('fetchData: ' + xmlhttp.status + ' Error'); } } } xmlhttp.open("GET", url, true); xmlhttp.send(); } You need some plumming to parse it like: function getPageId(elementID, url) { console.log('getPageID: ' + elementID); fetchData(url, function(xmlhttp) { sniplet=document.getElementById(elementID); sniplet.innerHTML=xmlhttp.responseText; runAllScripts(sniplet); }); } function runAllScripts(sniplet) { scripts = sniplet.getElementsByTagName('script'); if(scripts) { for (var i=0, max=scripts.length; i < max; i++) { script = scripts.innerHTML; delay = scripts.getAttribute('data-delay'); if(delay) { setTimeout(function() { console.log('Script delayed run: '+script); eval(script) }, delay*1000); } else { console.log('Script run: '+script); eval(script); } interval = scripts.getAttribute('data-interval'); if(interval) { console.log('Script interval run: '+script); setInterval(function() { console.log('Script interval run'); eval(script) }, interval*1000); } } } } It's beta code, but it works great. But you also can use JQuery for it. http://www.w3schools.com/ajax/tryit.asp?filename=tryajax_first is a great start. This is only a simple parse by `id` sample, but you will get the point. You can do this also with xml and dom parsing, so you going to parse innertext of the whole page. (Navigation, titles, etc...) So your <div class="nav_main"> get's it's <ul><li>.... parsed from xml, but using DATA inside makes it smaller. So HTML inside the XML as data elements. HTTP and XML headers/elementsize can make a lot of extra overhead for simple data. So you have to make some dicisions. But "IF" you click on main-menu item 1 and you ALWAYS go to main-menu->Sub item 1. Then only in that xml file has the MAIN nav and SUB nav have to be updated. in the other XML there arn't main-menu element's so your menu stay's in place. (Also with page titles, etc.) And if that file doesn't change mutch because of the static scripts inside it that load dynamic data. These long xml files get's cached. You want the smaller once dynamic, but stack them full with dynamic data that makes the overhead low. (thus not to small) With simpe changes in navigation or other tricks you can try to play with this. And for the webpage: taste, age and do you support `other` devices. If you make it for all people, make shure color blind people see some contrast. And don't create stroboscobe effects. That's all. :cool: Happy Hacking: Roger Edited November 17, 2013 by Lucifer.iix Quote Link to comment Share on other sites More sharing options...
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