WIP'S PROFILE

WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
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I made this site and it's awesome. But I don't run it anymore. Now I'm just a plebe like you.

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ika website

I've stopped working on ika. I think everyone else has as well. SF.net made some more server infrastructure upgrades that broke the site once again.

RMN Improvements

It shouldn't be too rough as the date_available is stored in the submission data. All the methods that pull stuff out with submissions will have that stuff, so just edit it there. There's a few other places where the joins are crazier that will need to be modified.

RMN Improvements

You could add a mechanism to game profiles when they do go active, to toggle all their child posts to public. Forums rarely get toggled so it isn't as big of a deal.

Unfortunately though, game profiles can be active automatically just by having the date stuff expire. This does seem a bit hokey anyway, and it might be worth it to just switch the whole thing to being an on/off switch. That would make sure that all the posts get toggled.

RMN Improvements

It shouldn't require a database change. The problem is that you have to write one hell of a query that doesn't easily fit into Django's ORM that will return Post objects.

Django has some other queryset methods that should be able to do the trick but will require some reworking in places that use the latest_posts method. I had started poking into it but didn't finish.


author=BurningTyger
How about a bar listing who's on at the moment? It's nice to know who's available to talk to.
This isn't currently feasible because the site doesn't give a crap who is on. It holds on to sessions in a way that doesn't let it easily peer into who is actually logged in. There's a lot of fun fuzzy logic having to figure out who is actually "online" based solely on active sessions. The list you see on other sites/forums (sans for Facebook) is actually a wild guess, at best.

Video: Alpha Battle Preview

Faster! This all needs to move much much faster than what it is.

However as an alpha, it's fine. =)

RPG 20XX Engine

author=Dudesoft
author=Magi
IDK. Seems kind of worthless from a design standpoint if there is no explicit reasoning behind it. Most people just want pixel movement because "cool, different!" other than having a practical use for it.
It would be pretty sick for minigames and bullet dodging? Also, why not? It would further increase how different this is from 2k3, with one more Ooo! Different! feature.

It adds a lot of unneeded complexity to the engine that is purely tile-based movement and collision. Pixel movement and collision itself are not difficult. But smashing it into an engine that plays games built under the pretense of tile movement is not a very good idea.

RPG 20XX Engine

Pixel movement is almost worthless without 8 directional movement. And when you get into that, you will run into issues with pure box collisions. I can't think of a game with 8 direction movement with pure square box collision. All the games you can typically think of (Zelda, Chrono Trigger, etc.) have diagonal collision boxes as well.

Bumpy Ahead

I'd say you should strive to hit features and only fix tiny bugs along the way when you spot them. Features are fun and exciting. Bugs are not.

Beta also implies a lot of bugs.

Weekly Update (03/07/2011 - 03/13/2011)

I understand why you are doing the item duplicates, but still don't like it! As it's a script limitation and I'm a programmer, I obviously thing you should just fix the script. 8)

Weekly Update (03/07/2011 - 03/13/2011)

I don't really understand why you are unable to share weapon types. You didn't explain why. As far as I know, RMXP works like other RMs in that you are able to pick individual characters/classes that are able to use specific weapons.