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Messages - Andrew

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BM General Discussion / Re: A Publicity Idea
« on: March 03, 2018, 09:53:14 AM »
Legally, Tom is the owner of BM. I doubt he'd mind, but you should still get a go-ahead from him.

I've shot him a message on facebook, with a link to this topic.

Development / Re: HTTPS security standard
« on: February 16, 2018, 09:54:02 AM »
You're talking about this: right?

It's not like they're warning people against it, just making it more obvious that it's a non-secure connection.

Legends / Re: Feedback and Discussion
« on: January 28, 2018, 03:11:26 PM »
For those that live on Discord, I've got a webhook setup to stalk this forum (and it's children, though if we add more it'll need updating).

Legends / Re: Feedback and Discussion
« on: January 26, 2018, 04:56:32 PM »
Some more food for your thoughts:

I'm going to write the initial client as a webclient, because I have all the technology and experience required for it. And with recent advances, it can do all that is needed. Most importantly, it can correctly display an entire globe, check here: (might have to zoom out to see it...)

Maybe in the future, if the game is successful, there will be a 3D standalone client, which would give me so many more opportunities for bringing the world alive.

If it's in PHP and you want some help or sanity checks, let me know. I get tired of staring at M&F code sometimes (which is why I've been quiet here of late--I've been focused on M&F's next update), and sometimes just getting a second set of eyes on something is handy.

Work in Progress / Re: Geography Experiment
« on: December 27, 2017, 10:18:57 AM »
Any sufficiently advanced magic is indistinguishable from science. ;-)

I'm very on the fence about whether this was deliberately a mistake or you being funny.

Legends / Community Discord: For when you want to chat!
« on: December 23, 2017, 07:49:52 PM »
Hey everyone, just thought I'd mention, if you want to chat about this game with your fellow players, there's a channel setup on the Lemuria Community Discord server here:

Hope to see you around!

Characters / Re: Solarus
« on: December 23, 2017, 07:13:09 PM »
There, no more editing of the moon or giving it a particular color, as cool as laying claim to the moon would've been.

Characters / Solarus
« on: December 22, 2017, 10:45:44 AM »
A [ERROR: "tug/pull/feeling/push"?]. Or a [ERROR: "feeling/touch/sensation"?]. The faintest of them, graced [ERROR: "his/her/its/???"? ASSUME: "his"] [ERROR: "self/being/conciousness"?]. No, it grazed his [ERROR: "counciousness/self/mind/being"?]. As one [ERROR: "dies/inalive/unbeing/destroyed"?], another is [ERROR: "created/begun/started/born"?]. That is what was [ERROR: "determined/predestined/fated/always"?]. No, it was [ERROR: "discussed/agreed/determined/fated"?]. Irrelevance. No matter. No time. No space? Pause. [PARADOX: Pause in zero spacetime?] Or it would be in that whence he had [ERROR: "come/arrived/appeared/begun"]. To him, the question was [ERROR: "unsounding/mute/pointless/meaningless"?]. He had transcended spacetime as well as [ERROR: "place/dimension/level/existence"?] and [ERROR: "place/dimension/level/existence"?].

He waited. [PARADOX: Pause in zero spacetime?]

[ERROR: "existence/self/level/dimension/all"?] [ERROR: "determined/begun/started/placed"?].

He waited.

Then the [ERROR: "place/being/existence/all"? ASSUME: "universe"] breathed.

Like those [ERROR: "before/not yet/after"][PARADOX: "Referencing non-referential point"] there would be [ERROR: "not-self/others/enemies/allies/beings"? ASSUME: "others"].

If he was here, they would be too. If they were not yet, they would be soon.

He [ERROR: "looked/viewed/surveyed"?].

A star.

A world.

The balance was incomplete.

So this was to be his beginning.

He would have many names, and many legends, but some would he was known as [ERROR: "Name/Self/Reference/Solarus"? ASSUME: Solarus].

Enter the trans-/higher-dimensional being.

Development / Re: A Legacy of Descriptions?
« on: December 12, 2017, 03:41:40 PM »
Region name
Duchy region is in
Income/population etc
Description of region
Who made the description
When description was changed

Maybe even keep track of changes of Lords, Duchies and Realms so you report back some history of the Lordship in game later down the road (possibly paid like religion spread map which is awesome btw).

Uh, I think you're playing the wrong game. If you want full historical data on basically any data point, you want M&F. I can tell you the exact militia count a of a region no one visited three years ago, or when the second of eight times someone built a market.

But the last 3 are inherent to what I'm proposing be added (and what I'd do the bulk of the work on).

The questions are:

1. Is this something that would be wanted?
2. What other things, besides regions, should it include tracking of? Characters? Units? What?

To explain why I need to explain how this works. Most of the time, when things are described, it's exists next to whatever it's describing, or in a place dedicated just to describing THAT thing. So if you want to describe something else, you need to expand the data table for that new thing or make another one just for describing those new things.

With this, you expand just the table that tracks descriptions, telling it how to relate itself to the new thing being described, and add a line to the code that will tell it out how figure out the data submitted to it. It figures everything else out dynamically.

Say it gets implemented, and it tracks regions only. But down the line, we want to describe families. We just tell it how to understand a unique family, and how to find one, and that's it. You use the same code to get it that you use everywhere else. You use the same logic to update or make new ones that you use everywhere else. You use the same code to find old ones that you use everywhere else. It makes future expansion faster.

Development / Re: A Legacy of Descriptions?
« on: December 10, 2017, 07:27:16 PM »
Yeah, that's occurred to me to. The main thing would be building the queries and Doctrine itself in order to make sure you pull the right world's data when editing things. Given how BM already calls particular Doctrine Entity Managers, I don't think that will be all the complex to work around though. I just call it the same way it's called in other places, and it should grab the correct one, as appropriate.

The other question is the structure of it all. M&F has clear structure on where different parts of code go. In M&F this code would be considered a service, as multiple other parts of the code would use and interact with it. Looking at BM, I think I have an idea where it'd go, but I might need some help with that.

It'll be written in such a way that if new things are added that need described, there isn't much work to do. First, you add the columns in the database with the proper associations. Second, you add the logic to the description manager itself so if it comes across that type of object class, it knows how to look it up (which should be as simple as copy+paste and a simple edit). And then you just call the functions as appropriate.

I guess the question is, really, what all should be describable?

Development / A Legacy of Descriptions?
« on: December 10, 2017, 01:38:40 PM »
So, some of you may be aware, I primarily work on M&F, but I've no problem sharing my efforts when I think there's a use for it. For instance, right now I'm working on a system for Might & Fealty to unify 90% of the game's future descriptive areas into a single place. Which, I know, I know, BM has had descriptions on things for a while. However, this will include the storage and maintenance of legacy descriptions for things, which means you can research them down the line to see what previous descriptions for an area were, who changed them, and when.

Fundamentally, for BM, this would put descriptions for characters, families, regions, guilds, guild houses, religions, temples, unique items, unit groups, etc., all on a single database table, all handled the same way, and for those that make sense to be researchable, have them be researchable.

At a basic level, BM and M&F are similar enough that the vast majority of my work on this for M&F can easily enough translate to BM, so once it works in M&F, minor changes are all that is needed for BM. This means the dev time should be relatively minimal.

The question is, is this something that BM would have an interest in having?

If so, what should be describable? And which of those should be a thing you can look into?

BM General Discussion / MOVED: Bugtracker bug
« on: November 22, 2017, 04:41:12 PM »

Development / Re: Bugtracker bug
« on: November 22, 2017, 04:27:22 PM »
Mantis application warning #2702 is just it saying there's a session mismatch between the user and the server. I can't find anything really going into detail on, besides the fact that it's been fixed as a bug in multiple versions, to include a bug fixing it for the version BM runs (which is old as dirt, for the record).

As for the bug itself, in regards to the game...

select P.ID from Players P left join Tournaments T on P.ID=T.Maker where'yes' and P.ID!=5070 and P.Status in ('tournament','aftertour') and P.Location= or (T.ID is not NULL and P.ID!=5070 and'yes') ORDER BY CharacterName ASC

"P.Location= or" is missing the thing it should be equal to, which means a variable isn't getting passed, possibly because the player id in question doesn't actually have a location? I'm not sure what player id means in relation to BM, though. I'd probably need a chart to wrap my head around how it works sometimes.

My only complaint is that the audio is a bit quieter than I'd prefer. I usually have to turn up my audio when watching anime or netflix, not for YouTube.

Other than that, now that I rewatch the second one, I'd recommend presenting the turn system up front as one of the first things you cover, given how integral it is to the game (moreso than messages even!) You even say "first things first" when talking about it, in the second video, :P

BM General Discussion / Re: Do you remember the War Islands mini-game?
« on: November 16, 2017, 09:28:37 AM »
Probably because it was, truly, a fairly simple game. And there were no plans to add more to it, if memory serves.

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