Dot World Maker

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Re: Dot World Maker

Postby a_bertrand » Fri Nov 04, 2016 10:21 pm

I'm currently using cordova yes. I was thinking to split the work on another VPS in case, but first we need to start having some customers right? So it's time for me to change the hat from mainly developer to advertiser and I hate this hat (it is itchy!).
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Re: Dot World Maker

Postby Jackolantern » Fri Nov 04, 2016 10:46 pm

Well, at least you know you have a great product :)
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Re: Dot World Maker

Postby a_bertrand » Fri Nov 04, 2016 11:03 pm

That's really nice to hear, but you know as me, that having a good product but no customers is nearly as good as having a bad product and no customers. In both cases nobody knows about it. Right :D

But at least I'm happy with my own development work. I'm actually really happy with the current result.
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Re: Dot World Maker

Postby hallsofvallhalla » Sat Nov 05, 2016 10:52 am

Customers will come. Just need to get the name out there. In many cases get players is harder and takes longer than actual development.

I am working on some stuff this weekend to try to push some people your way.
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Re: Dot World Maker

Postby a_bertrand » Sat Nov 05, 2016 2:14 pm

That would be great thanks! I started to post on many different forums about this project, we shall see if I get some results.
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Re: Dot World Maker

Postby a_bertrand » Mon Nov 07, 2016 4:50 am

hallsofvallhalla: found a couple of issues with the path finding and improved a bit the smartness of the click to walk. If you can try and tell me what you think in the mean time I will check if I can further optimize the A* code.
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Re: Dot World Maker

Postby a_bertrand » Thu Nov 24, 2016 10:48 am

Changes since the 1st Nov:
Fixed temporary effect editor not allowing to set a single instance of the effect.
Fixed the not operator precedence (was not handled correctly).
Fixed handling of the end of the temporary effects.
Automatically add news anchor in the todo.html.
Implemented splash screen.
ZIP export containing all the game data implemented.
APK export: now we can produce Androids APPS directly from the maker.
Fixed bug with path finding.
Optimized usage of the player path finding.
Handle player path finding over non-walkable area in a smarter way.
Map editor implements tile fill using Ctrl+Left click.
Tutorial added about how to create your game.
Cleaned up back-end with single art upload function.
Fixed transition usage during zone generation. It should now be independent of the direction of the transition.
Fixed CSS errors with the chat size which was preventing to use it in full screen.
Fixed error with zone generation not showing items on the edge.
Automatic re-log if the server goes down or the token is expired.
Fixed issues with post teleport wrong handling of the game.
Pixel editor available from art characters and tiles. Allows only modifying tiles / sprites not yet add them.
Pixel editor work continued: flip layer / selection, rotate layer / selection,
fill layer / selection, selection from layer, show / hide layer, add tiles and map objects sprites.
It's now possible to create new character or map object arts without uploading anything.
Added checks on values provided to dialog actions and conditions and more human readable errors.
Undo / redo in the pixel editor.
Shades automatically created in pixel editor.
Fixed code editor not highlighting correctly the error line if the code was somewhat big.
Fixed the pixel editor not initially showing shades.
Non public game reminder (once per day) implemented.
NPC Can buy back items (can be at a different price).
Feature list created.
Pixel Edit skill icons.
Upload or edit an icon for the inventory image.
Player inventory shows the icon as well as the description of the item while overing it.
Page title set to each public pages.
Generic code (code accessible from everywhere in game) has been implemented.
Initial plug-in system as been created with a direct export / import.

It's when I compile those lists that I see how much stuff change ;)
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