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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Sat Jun 18, 2005 7:50 pm    Post subject: Worldyne [quote]

Well I'm kinda pissed at someone right now, so heh, I've been wondering what people would think of the Worldyne project. No I'm not gonna take time to describe it. Draw your own conclusions. Some of it is working, some of it isn't. Find out for yourself. No, I don't care what you think of it, only the knowledge of what your opinion is.

http://unitedinfinity.atspace.com/Projects/DHTML/Demo/Worldyne/WorldyneJS.html
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sat Jun 18, 2005 11:37 pm    Post subject: [quote]

What the hell is it? Why don't any of the links and buttons do anything?
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Sun Jun 19, 2005 12:25 am    Post subject: Re: Worldyne [quote]

LordGalbalan wrote:
No I'm not gonna take time to describe it. Draw your own conclusions.

Since pretty much nothing works at first glance and a lot of digging through a very unintuitive semi-broken interface is what's required to draw my own conclusions, I can't really say there's anything too impressive there.

Maybe you'd care to take the time to describe it so we'd know what this is? :/
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sun Jun 19, 2005 6:58 am    Post subject: [quote]

I'm gonna have to go with Janus here. "what the hell is it?"
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Sun Jun 19, 2005 7:28 am    Post subject: [quote]

I will also jump on the wtf bandwagon.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun Jun 19, 2005 3:37 pm    Post subject: [quote]

Nothing worked for me, all I get is a screen with a bunch of broken images.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Sun Jun 19, 2005 5:26 pm    Post subject: [quote]

Is this supposed to be a combined map/sprite/tile editor?
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Sun Jun 19, 2005 7:09 pm    Post subject: [quote]

Yeah, well, mostly a game design editor. I'm still putting everything together.

The console is the most interesting part, though.
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Mon Jun 20, 2005 12:54 am    Post subject: [quote]

I'm not even going to comment upon the "functionality" of the system, as I really don't see anything that has not been harped upon by others. However! I shall talk about your (generated?) HTML/JS, and how you can improve it to not only be w3c standards compliant, but also be about a thousand times less complex to write/maintain.

First: It's generally good form --- these days --- to declare a document type; as discussed by that link, doing such opens a whole world of tools for checking your markup for validity --- which is important, if you want to reach a maximal number of users --- and it also makes the browser have an easier job of rendering your markup.

Second: While it's also good form to go with XHTML, not everyone actually takes the time to do so. Even so, please, for the love of $DEITY, maintain a consistent capitalization of your markup tags: either have everything uppercase, or have everything lowercase (which, it should be noted, is the way that XHTML does it; note, also, that this requires less key presses than the former method, as you do not have to keep hitting/holding shift or caps-lock).

Third: Stylesheets are your friend! Most modern browsers support most of CSS1 and a good chunk of CSS2. You hardly even need much javascript to control state changes when you have properly written CSS. Example: you can remove those silly onmouseover/onmouseout clauses from your tab-links, and just have two stylesheet definitions that controlled those actions:
Code:
table#ControlPanel a {
  color: cyan;
  text-decoration: underline;
}

table#ControlPanel a:hover {
  color: white;
}


While not only cutting down on the amount of markup that you need to write (as the style components have --- effectively --- been factored out), it also has the benefit of reducing maintenance headaches: if you suddenly got the desire to change all tab-links to red, rather than cyan, you only need to change one line in your CSS, rather than 7+ markup-tags spread out through your source.

You can also refactor the onclick clause: rather than have what you currently have, you replace it with a function call; rather than directly affect the style attribute of the DOM element, you change the class of that element. Less code that does the same thing is, in general, something to shoot for.

Fourth: While this is only an issue if you are writing documents conforming to XHTML, there are a whole set of deprecated HTML elements, which should be avoided rather than embraced. The underline element, you will note, is deprecated. (As shown in the CSS above, underlining can be achieved via a stylesheet state change.)
---
I could actually write a whole lot more, critiquing your source, but there is little point in doing so. For instance, proper use of JS classes would make your source less bulky and more maintainable. Having onclick attributes call functions, rather than extended blocks of code is ideal, and far less bug-prone.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Sun Jul 24, 2005 6:33 pm    Post subject: [quote]

That'll be nice for later. :) Maybe for a cleanup version after release. It'd be too much work right now. There is still more creative work to do.

One thing that classes will never accent is creativity.


UPDATE:
Most everything is done, buttons are working, saving is working, and map editing is working, also. Implementing insertion/deletion of icons, and saving/loading of worlds.

(no I have not updated the link above to the latest version)
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Sun Jul 24, 2005 7:57 pm    Post subject: [quote]

LordGalbalan wrote:
That'll be nice for later. :) Maybe for a cleanup version after release. It'd be too much work right now. There is still more creative work to do.

Why write bad code and clean up afterwards when you can write good code right off the bat?

On top of that, many of the suggestions LeoDraco made would help cut down on developement effort and even speed up the developement of your project by quite a bit (such as proper use of JS classes).
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An OpenGL RPG in the making. Now with new hosting!

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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Mon Jul 25, 2005 6:24 pm    Post subject: [quote]

Not the way I've designed it. Classes are designed to keep things in line with the thought paradigm that spawned them: go with the system. This is why INTPs love it.

I'm fighting the system, so I need a nimble strategy. Although Leo Draco's suggestions are useful in most cases, I don't actually use those concepts enough to warrent a complete departure from the impromptu method. The disjuncture of flow itself makes design of the system more difficult.

Classes were designed for "groupthink"-style teamwork in an organized environment. The impromptu method exists for the radicals. ;)
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Mon Jul 25, 2005 9:30 pm    Post subject: [quote]

LordGalbalan wrote:
The impromptu method exists for the radicals. ;)

Hate to burst your bubble, but so far your app has had a pretty lukewarm reception. The impromptu method exists, but will only very rarely produce results that a little bit of planning and proper organising would. ;)

Still, your app, your call. :)
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An OpenGL RPG in the making. Now with new hosting!

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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Mon Jul 25, 2005 9:45 pm    Post subject: [quote]

That's because it's not done. :) But it will be soon, that I promise.
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Sun Jul 31, 2005 9:08 pm    Post subject: [quote]

Somebody save this poor soul... any way you can think if would suffice. ;)
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