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31   Re: Introduction to Seani-Music
thank goodness this thread is still in here, or how would i be able to code anything shining related without my seani-music?!@#!!!

32   Re: Project Shining Ajax
I should make the log out button bigger?
Or maybe include register when you're there as a guest I suppose Smiley

Thanks for the feedback.

but basically at this point Devlyn, if you're in as a guest you will have to find "log out" in the menu and click it to get back out.

I made a couple more changes to handling, including a marginally better victory notification, victory notification in the lobby for past games (so everyone can see how I have lost 3 times to the only other real people i've played [sigh])

and now i'm trying to get an "easy" AI going.



33   Re: Project Shining Ajax
so this evening i tackled going back to a shining turn system.
this involves the options of

Stay
Move + Stay
Move + Attack
Attack

Also for the time being I skipped the need to press stay if you move to a square without an enemy close enough to hit.  this is because unlike shining force i don't have any other actions yet, so there are no utility spells or items to activate in a non-combat mode at this time.
If I were to add them, the interface would need to change, and flashing priority would need to move to the action options.

Quite a few other little fixes were achieved in the game code along the way, and I believe I sped up the thing somewhat, reducing needless ajax calls to run something I already knew was going to fail or return nothing.
I did also ensure that game players couldn't maliciously move their team member into an invalid position, or do more damage than is possible, attack someone out of range etc.  I'm guessing this has slowed down the processing of perceived valid clicks a bit.

I'm fairly excited to give AI a go at the same time as giving the graphics one run over.
So I guess that will be next!

34   Re: Project Shining Ajax
This evening I found a couple of problems (range graphics weren't showing up in the character list), and mage was set to 2-2 range I think he should be 1-2.  Also one more insecurity of old database handling methods.  Fixed now though!

Crossed a few things off the list, and established a new set of tables (yet to be completed) for version 2.
Of note is the ability to sign in as a guest, and set up games against offline players.

Tried to include scalability for map size changing, further characters, more than 2 players, and other such nicities.
We'll see whether that clogs me up too much.

35   Re: Project Shining Ajax
Yeah, you could easily take turns at this over very long periods of time.
Hook up some kind of email notification or what have you.

to be honest i haven't thought about it much at all.
what it is today is what it was 7 years ago.

now I'm just looking at taking it to the next step in terms of functionality.
As long as it's working, I'm not too fussed if it takes an extra second or two at this stage.

The ws is new to me and would result in a lot of learning curve and less doing.
Not to mention, IE8 is a big thing (still same percentage as use IE10).

You're more than welcome to create it so that it seemlessly downgrades for me, and I'll integrate it - full credit to you Cheesy

haha

36   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
Thanks Ty, that was enough to make me happy to consider V2.

I've moved the discussion on this topic into General Project Discussion for now.



37   Re: Project Shining Ajax
Version 2 Goals

Improve Chat and Lobby look and feel.
Login / registration faster and easier
Allow guest accounts.
Provide sample on splash screen.
Put current unit whose turn it is into a separate datum.
More obvious graphics on whose turn it is currently.
Turn abilities to include Move + Attack
Allow challenge posting to people who are offline, since this game works over long time frames.
Quickstart instructions for the uninitiated
Improved targeting graphics
AI Battle
Quick replay of finished games.
Only retrieve Chat data when there is new Chat data.
Recreate codebase with classes.
Fetch all on screen information with a map draw to get rid of hover calls.
Hover calls to be reduced to javascript.
Keep position details in two variables.

38   Project Shining Ajax
http://www.elvenfyre.com/shining/

The old version is now up and running, you do need to make a user if you want to play over multiple sessions but that takes about 10 seconds.

Game Details Currently
All you need is your browser.
Player vs Player
Player vs Bots
5 character teams (hard set)
Two turn modes: Alternating and Shining
Lobby with (global) chat.
Game invitations, withdrawals, declines and acceptances.
Game spectating.
Game events low quality.
Interface low quality.
Turn options: Move, Attack, Move+Attack, Stay, Surrender.  





39   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
ok so it's working in a nice enough fashion now.

i can't remember if i allowed "move+attack" but at the moment it's either or.
the alternate mode is more of a 'catchup enabled' mode.

http://www.elvenfyre.com/shining/

anyway. 
any feed back and more will happen with it.
good times all Smiley

happy shining.


40   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
Yeah well it was back in the day, I got put off for all sorts of reasons, but the idea was nifty.

Now that jquery exists I've just cut out a lot of the old code which you had to hand craft to handle the requests back in the day.

Anyway it's back to some kind of basic functionality, but work calls me, i'll get it so that games are actually competitive and not buggy after work.

See the attached picture.

41   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
Ok so i found the code, no database, and no db creation scripts.

I'm reconstructing the database from guesswork...

it's pretty old ajax to be honest, but looks like most of it should work.

presently being re-crafted on http://www.elvenfyre.com/shining/

42   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
Yeah I did a browser based game back in here
http://www.shiningsource.net/forum/index.php?topic=542.0

actually I should dig that out and re-host it for the lols.
would have to update code and security a bit though i guess.

Will post back if i get around to doing that.

43   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
Happy New Year Smiley

This crowd funded game is finally nearing release and has a bit of a shining feel to the battle system.
The Banner Saga
http://stoicstudio.com/



44   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
Smiley

Well it's going pretty well thanks.  I don't think I'd be porting that though Sad

However I have recently come up with an idea not dissimilar to my old 1v1 team fight that I'm probably going to have a crack at putting on Android.  It'll have a lot of the same movement mechanics as shining force for ease of use, but battle calculations a bit closer to the current d&d version.
I don't know if it'll even get off the ground with a beta due to well, the sunshine calling me, but thought I'd mention it because the idea is entertaining, and I've only just come up with it a few days ago so there's still a chance I'll give it a crack.

Hows things for you?

45   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
Yep, I forgot about the BONET,.  Like really old good friends, I had spent so long coming here that whenever something reminded me of it I smiled, but did not recognise how long it had truly been as it still seemed like yesterday.

At the moment I'm still in Auckland, my side interest from my job at the moment is android development, which is quite nice.  My programming abilities have become guru-like, and my artwork is still at the level of a 3 year old, you know.. play to your strengths. . .

I'm very excited to hear that Newts got a job at Nintendo!  What's he doing there?

Hope you are all well and that 2013 has seen you safely around the wheel.

Lots of extremely low resolution graphics love to all of ya.



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