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Developer thread

Once we develop full client-server, the design should make it maximally cheat proof. That means all random numbers are to be generated on the server only. The random seed and ‘current’ RNG function is part of the game state and the clients are not supposed to know it. Events are sent both directions between client and server. Graphics is generated on the spot. Graphics is part of UI and can fully be on the client side. We shall attempt to skip server side graphics to save on workload, but make entire step-by-step game recording mandatory (on server). Also, graphics is to be generated on the clients after downloading a finished, recorded game. It will help with debugging, learning, entertainment, anti-cheat, and competition. No more manual recorded game uploads and no manual user winning and losing reports like in Wesnoth, which is full of contested games and cheat reports that alienate scores of players from competition and interest.

Also, I am moderately against browsers due to those slowing down performance. If we are to make it for iPhones and Androids in the far future, those will be apps and not browser based. Why bother browser based for PCs and Macs?
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I think I need to start with something simple and well defined to get used to C#

Is the spellbook page turning method done, I could tackle that to begin.
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(December 2nd, 2013, 15:29)Shendemiar Wrote: Is the spellbook page turning method done.
there are only two spells yet =)

the problem is that i'm working on all the easy things too :D you could add a quit game function to the quit button in the game menu, or display the settings screen when hitting the settings button. the info menu is not implemented at all. i wanted to add helpscreens next (because it seems easy), if you prefer, i'll leave it to you and work on sea transport myself.
dance!
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We should start tracking who is doing what, so we dont cross-work.
This thread is good place for that. Please make a post here if you switch what you work on.

I am currently working on terrain specials.
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(December 2nd, 2013, 15:55)letsdance Wrote:
(December 2nd, 2013, 15:29)Shendemiar Wrote: Is the spellbook page turning method done.
there are only two spells yet =)

the problem is that i'm working on all the easy things too :D you could add a quit game function to the quit button in the game menu, or display the settings screen when hitting the settings button. the info menu is not implemented at all. i wanted to add helpscreens next (because it seems easy), if you prefer, i'll leave it to you and work on sea transport myself.

Quit game would require thread synchronization etc? I have no idea how to do such things in C#
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Well, there is some work already done for you.
Hint: you can exit the app with the little x in the top right...
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i'll work on sea transport and some little things concerning movement that i didn't solve yet. that leaves help screens for shendemiar, if you want. i think they are easiest, and since nothing depends on them, you can't break anything either. just make a new IDialog that displays every information from the .xml.
dance!
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Ill do mouse cursor next. I had little progress this week because of limited development time, but it should pick up at the weekend a bit. I am also working on a side project that would increase graphics resolution 3times for shittes and giggeles.
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(December 5th, 2013, 03:16)letsdance Wrote: i'll work on sea transport and some little things concerning movement that i didn't solve yet. that leaves help screens for shendemiar, if you want. i think they are easiest, and since nothing depends on them, you can't break anything either. just make a new IDialog that displays every information from the .xml.

That sounds like something I would be able to do without much insight to C# or the reMoM project. smile
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What does Bind<UIRuleSetAccessor>().ToSelf().InSingletonScope(); do?

If I want to use for example UIRuleSetAccessor from somewhere where its instance was not passed as parameter how do I do it?

It all looks to me like everything is just passed on from one place to another and no objects are created in the first place at all. They all lead eventually to this Ninject Bind cluster but I have no idea what it does or how to trace thing backwards from there.
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