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About cbotman

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  1. Haha, these are so cool. Well done.
  2. Hi m3rlino,   Thanks. Yeah I agree, so far some of the mechanics are in place, but the game does not yet have the feel or purpose I want it to.   Not being an artist, getting the current graphics in place took me quite a long time, but now that it's done, I can focus on code and gameplay. :)
  3. Hi markr, thanks for trying it out and taking the time to give feedback. Really appreciate it.   That's a good idea about the error handler, I've added it as the first thing to do on my list.   Hehe, I think I had forgotten how bad the scrolling is. I do have plans to improve that, at the moment it really way just me looking for the quickest solution. I'll check out the resizing thing. I think I know what's going on: the main animation canvas handles being resized (well, it should), but I'm not checking the position of the various windows, which probably then cause scrolling and weirdness.   Flee is also on the list as well. Actually, there's two things. One is having kobolds flee from combat and the other is when you flag an enemy, have some smarts about who actually attacks: preferably the strongest one.   Thanks again. :)
  4. Hello all,   Kobold Caves is a sandbox, dungeon-building game inspired by SimAnt; a fantastic, old Dungeons & Dragons module called Keep on the Borderlands; and Majesty. You look after a tribe of kobolds on a randomly generated map, however, you don't control your kobolds directly. Instead you issue orders such as dig here or attack that, which your kobolds will try their best to complete, while juggling their own needs such as food and sleep.   Kobold Caves is in its early stages. I've gotten it to the point where I feel enough of the core concepts are in place you can at least see what I'm trying to do, but it needs a bit more work before it'll be much fun. So take a look, have a play around, and come back again soon if you are interested as I have a lot to add.   [attachment=17937:kc-ss01.png]   Would love to hear any initial feedback you have. As much as I wanted to add more features and try to make things perfect before I share this, I am trying to go with the 'never too early for feedback' mantra.    Play now or check the quickstart guide.   Thanks very much!
  5. 2D Farm Game

    Looks good so far. I'd love to see more. :)
  6. Looks cool. I'll be following along. :)
  7. I like the animations on all the machinery. It looks like it could be a lot of fun operating machines, though hopefully there's not too much driving back and forward in the slower ones.   Almost seems a shame you only control one guy. Could be fun having a bunch of miners working away. :)   Keep up the good work.
  8. Zombie Speed Run (My first game, HTML5)

    Thanks. :)   The consensus is the controls need some work, so my next task will be supporting all touch and all keyboard play rather than needing both.
  9. After years and years of on-again, off-again attempts at making games without every actually finishing anything (look, I've reclaimed my account from 2005!), I was inspired by Lundum Dare and other game jams to come up with a simple idea for a game and see it through.   Well, it's still in progress, but here's the first playable alpha of my first game! Zombie Speed Run is a simple rogue-like.    It's written from scratch (no libraries or engine), which has been a good experience, but I'm definitely going to try out some existing engines/libraries for anything more ambitious.   Any feedback much appreciated.    Play: http://zsr.pulpventures.com.au  
  10. I agree completely, you should know the basics of system and network administration. But talk to any network administrator and they'll revoke your privileges if you describe their job as basic, so be warned. :P Having a simple development environment helps avoid overhead (time to set up new sites, etc) and distractions (such as having to patch and update additional machines). You can do performance testing on your local machine or staging, and as for debugging live, again, that's the beauty of a live staging site.
  11. Quote:Original post by WanMaster That's why I like to configure my development server to mimic the live environment as much as possible. This quickly points out not so obvious problems like differences in character encoding, user permissions, port settings etc. Having to figure that out once everything is already live is a nightmare, especially if downtime is an issue (like in the case of having to deal with 'real' clients). If you're worried about weird configuration issues, I'd suggest running a staging site on the same server as the live site, and test there. Otherwise you're trusting you actually configured the dev server correctly to match the liver server. Mistakes there could cause very frustrating errors. I guess my reason for avoiding a separate dev server is so I can focus on being a developer, not a network administrator. I make money writing code, not playing with hardware (as fun as that is). :)
  12. [java] RMI

    You need to set the java.rmi.server.codebase property for this to run standalone. The RMI Registry uses the codebase to locate the class files of any objects that will be available remotely (so that clients can download the classes). If the client is going to pass objects as parameters to your server, you may need to set the codebase for your client too--but in your example, that won't be needed. See the following (might need to search for 'codebase'): http://java.sun.com/j2se/1.5.0/docs/guide/rmi/codebase.html http://java.sun.com/docs/books/tutorial/rmi/running.html http://java.sun.com/j2se/1.4.2/docs/guide/rmi/javarmiproperties.html You can set the codebase in code or via the command line, like so: java -Djava.rmi.server.codebase="file:/%CD%/server.jar" -jar server.jar That's for Windows. Replace %CD% with the directory 'server.jar' is sitting in. And replace 'server.jar' with whatever you compile your server as.
  13. Quote:Original post by SamithIs there any real advantage to developing on a separate development server, besides simply not cluttering up your local machine? I'd say no, it's only going to add overheads in my opinion. By the way, PHP/MySQL development is almost identical between Windows and Linux these days. I develop on Windows and host on Linux. You don't even need to worry about the different directory separator in file paths.
  14. My approach is like so (when working alone or in a team): Run Apache on my dev machine and develop locally (it's a huge time-saver), but connect to remote database (which I manage via phpMyAdmin). This is because without a database change-management tool, it can be a hassle making sure everyone's database schema is up to date if it's still changing. To move code around, I'd recommend setting up source control (such as SVN) on your host machine if at all possible (if you can SSH in, I'd think so). On your local dev machine, you work on a checked out copy of your code. On your host, the live site is the latest version exported from SVN (export is a single command but you could wrap it in a script). Whenever you want to update the live site, you just check in your code, connect to your server and run the export script. This also makes it easier to run a couple of versions of the site on your host. For example, you could have a staging site and a live site both running.
  15. I was looking for similar things last month and found Queville as an example of a real-time browser-based MMO using AJAX. It's the only one I've come across so far. It's worth looking at gTile too, which is a nice looking javascript tile engine (not multiplayer though).