Releasing Neab's Engine ver6.0 and Neab's Market

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KaL
Posts: 344
Joined: Mon Jan 13, 2014 5:44 am

Releasing Neab's Engine ver6.0 and Neab's Market

Post by KaL »

Hello guys

I have been working on NEAB Engine and NEAB's Market for the last month and now i'm finally finished. I will now focus on the game and building more modules.

check out the MARKET link.

https://market.nowhere-else.org

Ok I decided to offer a "Free Chat Ajax module" when purchasing the new version of NEAB Engine ver6.0 until May.

-"It's not how old is your engine to create a great game but the artist in you to discover it."

All owner who just bought the new version will received it automatically by Monday.


Go grab your new version of the engine for $50


NEAB Engine version 6.0
--------------------------------

-FIXED= GAME WON'T LOAD AFTER PURCHASING ITEMS FROM THE SHOP, WHEN EXITING TO THE MAP

-FIXED= HP REFRESH WITH AJAX WHEN CONSUMING AN HP ITEM IN QUICK SLOTS

-FIXED= CONVERTED ALL MYSQL TO MYSQLI

-FIXED= CLANS MAILING AND EDIT NEWS MODULES



Updated:
------------

-STATS/SKILLS BUTTON CHANGE TO STATS

-STATS POINTS ARE MORE CLEAR TO SEE

-NEW GRAPHIC USER INTERFACE

-UPDATE THE EULA LICENSE FOR NEAB ENGINE VERSION 6.0


FUTURE UPDATES:
---------------

-ADDING PRE_CONTENT.PHP TO RUN AUTOMATIC BEFORE MENU LINKS

-ADDING FULL ADMIN PANEL

-ADDING PREMIUM PANEL



FUTURE MODULES:
------------------------

-CLAN TAX
-CLAN WAR
-CLAN CONQUER
-ADMIN_TABLE_EDITOR
Last edited by KaL on Sun Apr 02, 2017 2:04 pm, edited 3 times in total.
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a_bertrand
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Joined: Mon Feb 25, 2013 1:46 pm

Re: Releasing Neab's Engine ver6.0 and Neab's Market

Post by a_bertrand »

Nice release! And happy to see you picked it up!
Creator of Dot World Maker
Mad programmer and annoying composer
KaL
Posts: 344
Joined: Mon Jan 13, 2014 5:44 am

Re: Releasing Neab's Engine ver6.0 and Neab's Market

Post by KaL »

Thanks Alain! Took me awhile to figure it out. I was kinda overwhelm at first but lucky most of your code is similar to NWE. So it was easy for me to grab a hold of it real quick. I've might consider adding P5 js library for all my modules. Giving it a more dynamic look. Do you have any suggestions or tip for me? I'm leaning towards setting it up more like NWE style. Putting a timer function, auto_pre_content.php, RunHook, and Uservaribles. I love those features! Lol
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a_bertrand
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Joined: Mon Feb 25, 2013 1:46 pm

Re: Releasing Neab's Engine ver6.0 and Neab's Market

Post by a_bertrand »

The code is certainly old and could be improved. However be careful not to go too dynamic as PHP tends to take a huge performance hit with things like the hook system in NWE.
Creator of Dot World Maker
Mad programmer and annoying composer
KaL
Posts: 344
Joined: Mon Jan 13, 2014 5:44 am

Re: Releasing Neab's Engine ver6.0 and Neab's Market

Post by KaL »

So if the hook system is out of the story and include also cause a lot of problem with performance. What are my best option here??? Put every module file In one directory or Json all my script and eval it? What would you do if you need to improve on NEAB, Alain?
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a_bertrand
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Joined: Mon Feb 25, 2013 1:46 pm

Re: Releasing Neab's Engine ver6.0 and Neab's Market

Post by a_bertrand »

I didn't say the hook system should be trashed, I just said it could cause performances hit. So don't abuse it :) If you want a full modular system then the hook system can be the way to go.

For the improvements, I would check out how to avoid the AJAX pooling and offer web sockets somehow (even if in PHP it's not really all straight forward). But that should be an option as if you have a shared server that mostly will not work.

Another thing I would check out is instead of having all the images separated I would merge them into a sprite sheet. The costs here is the GIF animation which would be lost. So no more water animation, or fire animation.

I would also replace the DOM based map system with a canvas based one.
Creator of Dot World Maker
Mad programmer and annoying composer
KaL
Posts: 344
Joined: Mon Jan 13, 2014 5:44 am

Re: Releasing Neab's Engine ver6.0 and Neab's Market

Post by KaL »

lol I was thinking the same thing. Changing it to node and use a canvas for all the GUI. My best bet is to power it with P5 js library and Json most of the data. Then it will be a complete new engine. Lmao! But the hard part about node is the rough installation. It will hard for game owner to set it up.
KaL
Posts: 344
Joined: Mon Jan 13, 2014 5:44 am

Re: Releasing Neab's Engine ver6.0 and Neab's Market

Post by KaL »

How about p5 js as the GUI and ajax, Json, mysql, php as the backend. Less expensive and it's easy for owner to setup
KaL
Posts: 344
Joined: Mon Jan 13, 2014 5:44 am

Re: Releasing Neab's Engine ver6.0 and Neab's Market

Post by KaL »

Oh Alain, I just figure out how to make a pbbg version for NEAB. A pbbg version will not have a map system it will be all modules with page. No real time features. The pbbg version will be better for owner that want to have a lot of members in the game. This will surely competes with NWE.
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KyleMassacre
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Re: Releasing Neab's Engine ver6.0 and Neab's Market

Post by KyleMassacre »

If you want to look at a pretty decent hook system, check this out:
https://github.com/bainternet/PHP-Hooks

Usage:

Code: Select all

<?php
// filename= user_stats.php
$hook->do_action('pre_stats_load');
// code to load all the stats
$hook->do_action('post_stats_load');

Code: Select all

<?php
//filename= custom_user_stats.php
function load_user_stat() {
  echo $userStats->stat_name.': '. $userStats->value;
}
$hook->add_action('pre_stats_load','load_user_stat');
 
This basically looks for an event to be fired and runs the function you chose and you set when the event will be fired. This way you make sure that what ever you need loaded is loaded for your hook
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