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Recent Posts

11
Improvements or Features / Re: Guild Roster
« Last post by Ranonman on January 14, 2021, 08:06:13 AM »
Hey guys! I got something around to this. Let's get few things out of the way and then I'll explain stuff.

@Adrahil: color-coded names are not a bad idea but it requires to display a legend to show which color and which class. I'll like to reduce memory time each time a user gets on the website. I could get creative with it and doesn't require users to memorize which color/which class. Although, that's something I need to think about with UI design. The player names already have a hyperlink with style rules. Throwing color-coded in would get messy.

@Rexa: I can definitely add a class column on overview rpp page. I can even go further and include them in player page, too.

@Everyone: I did something with forum custom fields long time ago and I didn't get around to it until now. I created two fields: 'Class' and 'Primary Alt'. We could be more creative with custom fields if you'd like. Example: Deity, Primary Alt Class, Levels, AA counts, etc. This step requires you to input the information in your account settings info in the forum.

As for the roster page, I'm sure we can come up with something but I don't have a set of requirements to go with. We can show a list of rosters (active, retired, casuals, etc.) or just (active). The roster page should be public display while RPP page is limited to registered user and few specific membergroups only.

Or, we can do both. Building a roster page AND update RPP page to include class and primary alt.

This morning, I managed to whip up a nice query from active raiders with SMF profile/custom fields. Here's the test page:
https://www.silentredemption.net/testroster.php

If you see that your info has not been inputted, you can go ahead and update your account settings info. Then, refresh the 'testroster' page. You should be able to see new changes you made.

After a set of requirements has been determined, I can apply them to new roster page and/or the rpp pages.
12
Improvements or Features / Re: Guild Roster
« Last post by Adrahil on January 13, 2021, 05:42:59 PM »
Another way to do it on RPP page is each class is a different color. So if monks are yellow "Lisard" name would be yellow.
13
Improvements or Features / Re: Guild Roster
« Last post by Lisard on January 06, 2021, 04:03:09 AM »
can just add a roster link that we can manually update to the home page. wouldnt be hard
14
Improvements or Features / Re: Guild Roster
« Last post by Rexa on January 06, 2021, 01:03:47 AM »
I'm resurrecting this thread. Since we have a proper RPP page now, we can just add a column corresponding to people's classes. No? It can then be sorted by alpha order if someone wishes, and everyone's classes will be grouped together anyhow.
15
General Discussion / Re: A Couple Video Games I made
« Last post by Psychodelia on November 05, 2020, 11:38:10 PM »
Oh Yeah , I tried out Unreal and Unity some before trying out this software.  I guess I liked this better because it was simpler and cheaper to be able to make Nintendo-type games, and maybe more for a beginner.

Unity seems like a good one if you have a team, because I got weighed down by the amount of resources and money needed to pay for them. Like 3D resources are more copyrighted etc.  It is a great software for a REALLY good looking game, unlike this. This is more like graffiti lol, but much better for someone with little coding skill like me.  I'd like to try Unity again though, especially if it gets easier to code it.

I made some fixes to a couple annoying issues in version 1.1 too:

1. Fixed an area on level 2 volcano where it was inconveniently hard to reach a piece of fruit.

2. Fixed some zoning issues where if you died, it would reset you near the upgrade levels. Now you respawn in a safer place at the beginning.





16
General Discussion / Re: A Couple Video Games I made
« Last post by Rorce on November 01, 2020, 07:50:32 PM »
If you've never played with Unity, you can actually draw the hit boxes frame by frame for animations.  It's pretty easy (tho time consuming) to do.
17
General Discussion / Re: A Couple Video Games I made
« Last post by Psychodelia on November 01, 2020, 11:54:19 AM »
Yeah, the hitboxes and collision detection is the hardest part of 2D games and software like this.  The thing I don't like the most is that the player can't squeeze past some angles without hitting his shoulders on the platform lol.  It's because he is actually a square, like everything else underneath.

And I don't think anyone has beaten the game yet, because I posted it in a few places and people are bailing out before reaching level 2.
 

18
General Discussion / Re: A Couple Video Games I made
« Last post by Rorce on November 01, 2020, 04:48:26 AM »
I over exaggerated - I think the hit box is just the full size of the caterpillar graphic, which is bigger than the scrunched up caterpillar.  I tried both games - maybe it's just that I've gotten old but they are both pretty high on difficulty scale :p.  Pretty cool little games tho!
19
General Discussion / Re: A Couple Video Games I made
« Last post by Psychodelia on November 01, 2020, 01:23:58 AM »
Seems like it starts to lag after awhile. I don't know , maybe some kind of memory leak lol. I am new to programming. The last thing I added was that timer, might be what it is, adding 1 each frame.

*I just played through it again and no lag this time. I don't know what is up. Rofl
20
General Discussion / Re: A Couple Video Games I made
« Last post by Rorce on October 31, 2020, 05:31:44 PM »
OMG the hit boxes are so big! That little caterpillar damaged me from a mile away :p. Cool little game!