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1  Games Center / Featured Games / Re: Overbind on: 2012-08-04 17:35:29
@ra4king:

Look I'm not sure what level of sarcasm you're implying but I'm just trying to help.
( And yes, I have issues understanding when someone uses sarcasm  Cry )
I'm usually bad at expressing myself in these type of topics. Sometimes I go waaaay to far....

I myself have issues with designing. When creating websites I try to find patterns in others I like.
When choosing colors for a design it takes me hours and even after a few days I change. I have difficulties making choices.

I'm not implying that I'm a perfectionist, but I like my stuff to be organized, User friendly, care for detail.
If people don't like it, I don't mind... and I wont try to disprove em. It's just my opinion and I respect others.

If some don't like what I write, please do tell me Smiley
2  Games Center / Featured Games / Re: Overbind on: 2012-08-04 12:20:52
Waw amazing game!

There are a few issues though (just my opinion). I mean I wouldn't be able to create such amazing game myself, but if you want feedback you need to accept the negatives ones too Smiley

Let's categories the issues:

WEBSITE:
-Design wise, it needs improvement.
-People always have the habit to press 'Enter' after inputting their login credentials. It doesn't work here (part of your applet)

GAME:
MENU:
-A few design issues, text is not centered in your buttons.
-Try to keep the same flow in your menu design (if you center the text in buttons, use it in your options too) Or use something else instead of buttons.
-Where is your game title? except for the websites.


INGAME:
-What does the 0,75m mean on each of the selectable yellow cubes?
-As goes for the menu items: Try to keep your design pattern/flow the same in all levels:

Quote
-Some levels have too many 'simple' possibitilies. For example try to avoid this:

Quote
If you have portal2, Qube, Quantum... You'll see that none of them have such open small spaces
with ease access to the finish. This level can be a tutorial for a challenge though!
-There are a few level bugs, for example when I fall in the corner (as indicated on next image) I die but do get loaded into next level:

Quote
-I suppose this shouldnt happen? The red rectangle is where I can stand. the rest is plain texture, no blocks.

Quote
-As some of the members also stated: You have a chance to stand on Lava.


Please do not get me wrong with this post! Cause I really like your game and I'm soooo in love with your color pallet!
Seems weird but god some people have difficulties choosing the right color combination!

3  Game Development / Networking & Multiplayer / Re: trading card game security on: 2012-08-03 18:33:32
Well that was also an issue I came across.

But before continuing I shall start to figure out how the rules will be.
I will try and create a different set of rules, where positioning will be important and skills will be at a minimum.

For example heal, block, damage, multi target (no variable damage or whatsoever).
4  Game Development / Networking & Multiplayer / Re: trading card game security on: 2012-07-31 07:32:41
Im terribly sorry for this late response. I totally forgot to enable notification when a reply has been sent.

So the idle part can be fixed by a simple turn timer (of about 30 seconds).
Problem however is I'm still new to netwroking and all example I seem to find are just text thats being sent.

So should I read out my xml files and send the content? One issue i can think of is that the total amount can exceed a few Mb's.
I suppose this should be done using some loading 'pattern' using different threads.

Sigh, the longer I think about this project the more difficult it gets.
5  Game Development / Networking & Multiplayer / Re: trading card game security on: 2012-07-19 12:08:24
Hehe I will Smiley

@_Al3x: Btw, if I use an online version only, should I check each second whether the user is connected to the server or not?
The only thing that comes through my mind is a separated thread that checks the connection. But isn't that abundant (not sure if using the right word here)?

Or what other solution is there?
6  Game Development / Networking & Multiplayer / Re: trading card game security on: 2012-07-19 11:09:35
Thanks, will check into it.

I'll probably make it online only. Now I just need to check out how server scripting works Smiley

Anything special I need to take into account?
7  Discussions / General Discussions / Re: Kick Visual Studio in the face on: 2012-07-17 12:51:39
Really? These types of threads still exists? Cheesy

Look, I get that there are still people with negative opinions about Microsoft and their IDE's. But come on...
It's 2012. Is there still war between all OS?
8  Game Development / Networking & Multiplayer / trading card game security on: 2012-07-17 11:23:35
Hi,

So I'm creating a trading card game (much like Magic: The Gathering, with different gameplay mechanics).

To test I usually create cards on the fly, but now it's time to create a database.
So I first thought of simply setting up a xml file which contains all cards and an object file of players with their decks and cards.

Problem though, it's not quite secure to save it locally.
So I was thinking of creating a server which keeps tracks of all cards and players.

The server would later be used to create rooms where players could battle each other.


But I'm not sure where to start.
So I have a few questions on this matter:
Is xml advised? Let's say I have around 250 cards. An example of xml would be:
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<?xml version="1.0" encoding="UTF-8"?>
<creatures>
<creature name="Skeleton">
  <description>This is a skeleton</description>
  <damage>3</damage>
  <health>2</health>
  <cost>2</cost>
  <type>ground</type>
  <effects>
   <effect name="Lightning">
    <target>opponent</target>
    <skipturn>false</skipturn>
    <damage>2</damage>
    <cost>2</cost>
   <effect>
  </effects>
</creature>
<creature name="Slime">
  <description>This is a slime</description>
  <damage>1</damage>
  <health>1</health>
  <cost>1</cost>
  <type>ground</type>
</creature>
<creature name="Pinguin">
  <description>This is a pinguin</description>
  <damage>0</damage>
  <health>3</health>
  <cost>1</cost>
  <type>flying</type>
  <effects>
   <effect name="Heal">
    <target>self</target>
    <skipturn>false</skipturn>
    <damage>-2</damage>
    <cost>1</cost>
   <effect>
   <effect name="Push">
    <target>target</target>
    <skipturn>true</skipturn>
    <damage>0</damage>
    <cost>1</cost>
   <effect>
  </effects>
</creature>
</creatures>


How would cards be imported in game (from the server)? Is it a one time retrieval (copy to new card object)?
Or what's your view on this?

How would you save up players and their info? For example cards? Would you keep track of only the id's of cards?

Maybe any more suggestions on what I should pay attention for?

Regards
Goowik
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