I have altered the page from a simple "more" link to a numbered pagination system as is used elsewhere on the site. it still only displays 50 items per page, so the server load should be the same, but it fixes this issue and provides a more consistent user experience.
Thanks for the suggestions, thing is though most of the css is already in a single stylesheet, and the remainders are module specific and not always displayed. Most of the Js is already compressed, though one or two aren't yet. It is possible to squeeze out a bit more optomisation, but by and large its already pretty decent on that front. The images are are the big hitter, and there is not much more we can do about that.
Really the server could be upgraded, but Bart is paying for it all out of his own pocket, so we can't fault him there either.
Tap, it is very sad to hear you make such a decission. Looking at the comment Sharm made, it doesn't seem like to me like she intended to attack you. It appears to be a simple misundertstanding. Since you have left the site, the link is disabled so i will repost the conversation there.
Here is what she said
"Assets made with RPG Maker's RTP cannot be posted here as the licence is completely incompatible. Even if it's very heavily edited."
To which you replied
"Sharm, this doesn't even use anything from RPG Maker. It is made from scratch. You've officially made me stop using this site. Fuck this place. -.- "
I couldn't see any more comments from her or you, so that is an extremely short exchange to base such a big decission off. She hadn't even had a chance to respond to you statement, so your leaving seems a little hasty. Perhaps this was all just a misundertstanding?
Thats an excellent idea, and I'm really happy to see you looking to volunteer your time. Might I suggest that instead of starting a new project from scratch, it might be worth contributing to existing open source games? Pick a gnere and a language, and there is bound to be an open source game which needs your help. Moreover, contributing to an existing project will allow you to eliminate the organisational overhead of setting up a new project, and let you focus on adding functionality right away. It will also net you a better looking project for your porfolio in a short time frame.
So i played it mainsworthy, i can see you have put in a great deal of effort. That said, it was not at all clear what i was meant to do. There was no introduction, no training, no explanation of the game mechanics. I was unsure what the difference between units was, nor what was happening at any given moment. I'd suggest that a simple training mission and some kind of event log would help a lot.
I have attached the backdrop image so others can have an idea of what to expect
Excellent work, that is high quality asset you've made there, particularly for an object for which most people would skimp on the detail. I am very impressed, thanks for the upload.
Basically its going to mean a lot of open source games will be much easier to port to mobile devices and can start using more advanced graphics, input and sound. Also, since SDL is used by Valve, we can probably expect to see a lot more Steam Linux games using these features. Finally, my multiple monitors might get used under Linux!
The biggest downside I can see is that the bindings will all have to be updated. Specifically 2.0 doesn't yet bindings for Java, Lisp, Lua, Perl, PHP or Ruby like there are for 1.2. This will probably change with time, but for the moment it might keep some projects from upgrading.
I started out as a modder, I ran a huge custom modded server for NWN, made random gen dungeons for Warcraft III and did a total conversion for Fallout 3. The fallout mod got me a C&D from gamesworkshop, which pretty quickly turned me right off their entire organisation. Whats the point of sinking hundreds of hours into something that'll just get you sued? Whats the point of suing fans for spreading your content? Its all just madness. Soon after that I stopped making mods and started volunteering for open source games instead. I recently did a modpack for minecraft, but it broke in the latest update, because they slightly altered their texture format, and I'll be stuffed if I'm going through and fixing thousands of textures.
Its typically much much harder to contribute to open source games than to mod-friendly closed source games. Firstly the devs want you to learn git and play their pushmepullyou craziness. Secondly the content pipelines are often incredibly fiddly, often requireing scripting knowledge just to get the simplest asset in game. And finally, its exceedingly rare for an open source game to have a world editor/mission editor, which means the barrier for entry is much much higher than for many closed source games.
If an open dev wants to attract modders, they should be making the barrier for entry as low as humanly possible. In minecraft you can edit your skin in paint and upload it directly through the website, and it shows up in game. A three year old could do that. Similarly, the most modded games like Warcraft III and the Elder Scrolls, have really simple but powerful editing tools, if we didn't have those tools, Tower Defense and DOTA might never have been invented. To my knowledge, no open source game has a level editor that is anywhere near that level. The closest we come are things like the Cube editor projects, like octaforge, which are pretty fun, but even then, they don't have visual scripting interfaces, so you literally have to be a scripter or programmer to add any interactivity at all.
The vast majority of modders have absolutely no idea what they are doing, and only started making mods because it was easy. Look at Little Big Planet, which has millions upon millions of mods made by toddlers, sure there is a sea of crappy ones, but there are also thousands of amazing mods, by sheer virture of odds and scale.
Making your game easy to mod isn't just about creating complex tools, it can be as simple as having your game check the texture directory for new textures at start up, rather than loading them from some obscure locked and repackaged library. The ammount of times I've been told I need to recompile the entire game just to change a texture... that is an instant turn off.
Thats strange H-hour, I tested them before uploading. I'll try and figure out whats gone on. I mostly use them as texture brushes for 3D modeling, so its less likely i'd notice if one was slightly out than when used in games. Happy to try and fix them, i believe i still have the source files somewhere, though it may take a while.
I also have a few more of these packs which i'll try and get around to uploading.
Hi congusbongus,
I have altered the page from a simple "more" link to a numbered pagination system as is used elsewhere on the site. it still only displays 50 items per page, so the server load should be the same, but it fixes this issue and provides a more consistent user experience.
thanks for letting us know.
Thanks for the suggestions, thing is though most of the css is already in a single stylesheet, and the remainders are module specific and not always displayed. Most of the Js is already compressed, though one or two aren't yet. It is possible to squeeze out a bit more optomisation, but by and large its already pretty decent on that front. The images are are the big hitter, and there is not much more we can do about that.
Really the server could be upgraded, but Bart is paying for it all out of his own pocket, so we can't fault him there either.
Tap, it is very sad to hear you make such a decission. Looking at the comment Sharm made, it doesn't seem like to me like she intended to attack you. It appears to be a simple misundertstanding. Since you have left the site, the link is disabled so i will repost the conversation there.
Here is what she said
"Assets made with RPG Maker's RTP cannot be posted here as the licence is completely incompatible. Even if it's very heavily edited."
To which you replied
"Sharm, this doesn't even use anything from RPG Maker. It is made from scratch. You've officially made me stop using this site. Fuck this place. -.- "
I couldn't see any more comments from her or you, so that is an extremely short exchange to base such a big decission off. She hadn't even had a chance to respond to you statement, so your leaving seems a little hasty. Perhaps this was all just a misundertstanding?
Thats an excellent idea, and I'm really happy to see you looking to volunteer your time. Might I suggest that instead of starting a new project from scratch, it might be worth contributing to existing open source games? Pick a gnere and a language, and there is bound to be an open source game which needs your help. Moreover, contributing to an existing project will allow you to eliminate the organisational overhead of setting up a new project, and let you focus on adding functionality right away. It will also net you a better looking project for your porfolio in a short time frame.
So i played it mainsworthy, i can see you have put in a great deal of effort. That said, it was not at all clear what i was meant to do. There was no introduction, no training, no explanation of the game mechanics. I was unsure what the difference between units was, nor what was happening at any given moment. I'd suggest that a simple training mission and some kind of event log would help a lot.
I have attached the backdrop image so others can have an idea of what to expect
Excellent work, that is high quality asset you've made there, particularly for an object for which most people would skimp on the detail. I am very impressed, thanks for the upload.
I'll start with my own limited take on it.
Basically its going to mean a lot of open source games will be much easier to port to mobile devices and can start using more advanced graphics, input and sound. Also, since SDL is used by Valve, we can probably expect to see a lot more Steam Linux games using these features. Finally, my multiple monitors might get used under Linux!
The biggest downside I can see is that the bindings will all have to be updated. Specifically 2.0 doesn't yet bindings for Java, Lisp, Lua, Perl, PHP or Ruby like there are for 1.2. This will probably change with time, but for the moment it might keep some projects from upgrading.
http://www.libsdl.org/languages.php
I started out as a modder, I ran a huge custom modded server for NWN, made random gen dungeons for Warcraft III and did a total conversion for Fallout 3. The fallout mod got me a C&D from gamesworkshop, which pretty quickly turned me right off their entire organisation. Whats the point of sinking hundreds of hours into something that'll just get you sued? Whats the point of suing fans for spreading your content? Its all just madness. Soon after that I stopped making mods and started volunteering for open source games instead. I recently did a modpack for minecraft, but it broke in the latest update, because they slightly altered their texture format, and I'll be stuffed if I'm going through and fixing thousands of textures.
Its typically much much harder to contribute to open source games than to mod-friendly closed source games. Firstly the devs want you to learn git and play their pushmepullyou craziness. Secondly the content pipelines are often incredibly fiddly, often requireing scripting knowledge just to get the simplest asset in game. And finally, its exceedingly rare for an open source game to have a world editor/mission editor, which means the barrier for entry is much much higher than for many closed source games.
If an open dev wants to attract modders, they should be making the barrier for entry as low as humanly possible. In minecraft you can edit your skin in paint and upload it directly through the website, and it shows up in game. A three year old could do that. Similarly, the most modded games like Warcraft III and the Elder Scrolls, have really simple but powerful editing tools, if we didn't have those tools, Tower Defense and DOTA might never have been invented. To my knowledge, no open source game has a level editor that is anywhere near that level. The closest we come are things like the Cube editor projects, like octaforge, which are pretty fun, but even then, they don't have visual scripting interfaces, so you literally have to be a scripter or programmer to add any interactivity at all.
The vast majority of modders have absolutely no idea what they are doing, and only started making mods because it was easy. Look at Little Big Planet, which has millions upon millions of mods made by toddlers, sure there is a sea of crappy ones, but there are also thousands of amazing mods, by sheer virture of odds and scale.
Making your game easy to mod isn't just about creating complex tools, it can be as simple as having your game check the texture directory for new textures at start up, rather than loading them from some obscure locked and repackaged library. The ammount of times I've been told I need to recompile the entire game just to change a texture... that is an instant turn off.
Thats strange H-hour, I tested them before uploading. I'll try and figure out whats gone on. I mostly use them as texture brushes for 3D modeling, so its less likely i'd notice if one was slightly out than when used in games. Happy to try and fix them, i believe i still have the source files somewhere, though it may take a while.
I also have a few more of these packs which i'll try and get around to uploading.
oh snap, CruzR delivers in style, nice work!
Only problem now is, you've made the other units look static, you'll need to do all the other units too :P
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