Posts: 172
Threads: 14
Joined: Oct 2017
01-01-2019, 04:26 PM
(This post was last modified: 01-10-2019, 09:43 PM by GwynMil.)
New year. Woo. Bit grim, with shitty weather and an ill hen, but hopefully it'll all improve.
- added little notice to top of pages when new News article is written, before user has seen it.
- added redirect to Activate page, if non-active user tries viewing any other page.
- briefly thought about making a 'restocking' system for shops, but am now deciding not to bother. I don't want users to be refreshing pages like crazy, adding server strain.
- trying little bits of new layouts here and there. I'm starting to really hate this CSS/web design stuff. I want a really fancy intricate medieval/fantasy design, but that's barely compatible with responsiveness. A lot of things simply cannot be shrunk down (like the explore maps, for one) so...
2nd January
Fucking endo, giving me agony all day. Meanwhile, chicken had to be put to sleep by vets. Didn't have a chance to see her this morning, or say goodbye. 
Crappest new year ever.
3rd January
Endooooo
4th January
Still bleh, but gotta get sth done...
- figured out how to make simple 'pathfinding' so enemies in battlefield will choose target griffs (or other tiles like healing tiles, allies) and move towards them. Got the code to choose the target co-ords but haven't got round to trying it yet.
- gene editing in nest is sorta finished. Woo. Gonna need more work to add the marking genes later, as they're more complex than body part layers. 16 alleles instead of 10.
5th January
Gene editing of all current parts is indeed finished. Later it should cost an item + reduce egg health, to stop you doing it too much.
Modified flock page a bit; thinking of new layout.
Now tinkering with battlefield...
6th January
Dear endo, can you fuck off please...
- Added 4 ranges for movement/attacking. At 1, griff can only select one of the 8 tiles around them. At 4, there's a big radius. Range for griffs will depend on breed/agility/being equipped with an item, and for monsters, based on their type.
Spells/attacks don't have their own ranges. Let's say they're all short-range and the griff needs to physically be close by. So having a wide range means you can either move far, or use spells further away - not on the same turn...
- Testing with a background. Walls work fine, but it's annoying if griff can move 'through' them, because their range extends over the other side of it. >.< Must figure out how to block all tiles 'in their direction', with x or y numbers that are greater than theirs...
- Gonna add enemies now. Eeeek.
... they're working, whew. One random enemy acts after each griff act. If griffs are outnumbered 2x, then two enemies move for each griff, and so on.
Next, um. Plug in my crappy 'pathfinding' so enemies actually choose griffs and follow them.
7th January
Figured out a formula to block more tiles behind impassable tiles, like in lines radiating outwards from current tile. It's very crude and blocks some innocent-looking gaps, so I'll have to design walls etc carefully to avoid that.
Need a version in JS for the page, and in PHP for the monsters. Array push and concat are easy enough, but JS doesn't have for-each-as loops...
Done. Why do all these programming languages have to have different syntax? I get so confused switching between . and +, different array handling, function names like split/explode...
... right, all working. Gaah. Tomorrow, hopefully get the monsters chasing. And start thinking about adding attacks/spells.
8th January
Or not. Made a random NPC generator tonight, text-only with JS. Will add it to a page on site tomorrow. Combined with the coat generator, maybe testers can help come up with interesting NPCs.
9th January
Added it, on the page /fun/npc.
Didn't have time to work on anything else tonight. Just thinking about lore...
10th January
Sketched some ponies. Re-writing a bunch of stuff about Minoan griffs, dragons, fairies, and the political setting. BIG EMPRESS IS WATCHING YOU. I'm not exactly familiar with many other fantasy games or novels, but I haven't heard about any quite like this. We'll see how it goes.
Posts: 172
Threads: 14
Joined: Oct 2017
01-12-2019, 12:59 AM
(This post was last modified: 01-28-2019, 05:16 PM by GwynMil.)
11th January
Well then. I've had a powerful longing to take a step sideways and make a tiny, simplified game much more like OotG. Just based on breeding tiny critters with pretty coats. No stats, battles, world to explore, trades, normal currency or anything. Genetics are considerably simpler, and images will be assembled in CSS layers, rather than dynamically.
I aim for it to be a friendly hobby game that only takes a few minutes per day, and acts like an 'introduction' or casual alternative to the big, busy, competitive main game with its 100x more complicated genetics and fancier art. This should be small and cheap to run. Hopefully adverts and a few item purchases will keep it paid-for.
Done some genetic planning, and started uploading the layers and making a random generator with JS. Base colours done...
12th January
Going quite alright. Some very primitive examples from random generator: https://sta.sh/03bfukdeowo
(it seems DA has changed how Sta.sh shows images, now the URLs are massive and the 'download token' runs out after a day or so... how crap.)
Need to stop wasting time uploading markings for this placeholder horse-thing, and draw some proper griff/peg/etc bases. Ugh.
It's too early be to doing fancy 'final' art like that, even if small!
13th January
Sketched a bunch of breeds, done some linearts. https://sta.sh/01qzq2cabxss
Will shade the plain griff and uni, and test everything with them, before going back to the rest.
19th January
Holy crap, forgot to update this all week. >.< Well, lots of progress!
- decided to be super lazy and found a free responsive design to edit. The result is very elegant and minimalist, clean. Now I have to keep getting used to this responsive and 'floaty' way of designing pages.
- unicorn base finished, and most markings ready (there are a few more sets planned, like butterfly/stars/dapples/lace, but those can come later).
The random generator is looking good!
- I wrote an Imagick function that takes a single image, loops and processes it in some way (recolour, apply texture, resize, anything) and saves all the versions in a folder with desired filenames. Of course, it's hooked up to AJAX so it's just a button click... and in 10 minutes, I generated 44 folders with each marking in 75 colours.
This will be extremely useful for future markings and the next breeds. And anything else that needs automating.
Only downside is that they still all need running through TinyPNG at some point. I haven't yet tried to integrate it here; there is a PHP API for it.
- Now, um... I can't properly test Mythnest in its own, as there's no space for new database and framework.
The best I can do is make a bunch of pages on main site, and a table in this DB, to test some unicorns and get them looped-through, breed them, show on profiles etc.
22 January
Where are the days going?! D:
Taking a while to draw the griffin's markings. Much more challenging compared to the unicorn, with feathers and so many body parts.
Also have piddled around making/editing a bunch more minigames; card matching, coin flipping etc. Haven't added them to site yet.
And have looked into Paypal buttons. I might be able to get one working, but first need proper domain and host for Mythnest. Then can try Adsense too.
24th January
Endooo...
Griff is now added to generator. Needs paint marks still, and eye colour, additional body colour, and beak/leg colour.
Starting to test some code, making DB tables for creatures.
27th January
Piss off, endo.
Meanwhile, hmm. Been doing heaps of history reading; now I have a rough understanding of Babylon, Mycenaean, Minoan, Achaemenid... and other civs/empires like that. Finally some possible background for the Marlik griff, too. Other Mannaean sites like Hasanlu and Ziwiye had the same styles and golden items with griffs and other creatures.
Anyway, that should all help with writing more accurate lore. But I need to keep working on game itself! Ummm.
- got class that holds Mythnest creature info, generates their images and thumbnails etc.
- so, need to start making creature profiles, user profiles, and test breedings.
- also wanna jazz up the dull layout, just a tiny bit. Still minimalistic but maybe paper borders or sth.
28th January
Aha. Learned the difference between mysqli fetch_object and fetch_assoc. By using the former, I can get AJAX classes working, a bit differently. Still not ideal, but more useful/proper than including a file with a bunch of functions.
... and the breeding page's insta-preview stuff is re-created, whew. Now to get the scrying working.
Posts: 172
Threads: 14
Joined: Oct 2017
02-05-2019, 06:48 PM
(This post was last modified: 02-12-2019, 06:12 PM by GwynMil.)
5th February
Argh gotta update this more often! Bloody endo etc.
- courtesy of UlyssesBlue/TheDarkDesert on DA, I now have a vastly improved shade system. Instead of 2 alleles and 6 combos, there are now 2 pairs of alleles which work together and produce 18 combos (12 of which are extra shades). And only 3 images are ever used - lightest, darkest and medium colour at various opacities - so I can delete hundreds of unused shade images now. Woo!
- got manual generator on jsfiddle. Need to transplant it onto site. Figure out how to arrange dropdowns nicely...
- rethink the paint system maybe? Remove the ugly crackle/fracture textures, at least. A few more digits can be used for white marks, in different shapes.
- eye colours, horn/hoof/beak/leg colours (simpler, have only 5 shades), additional colours and areas... maybe magic elements and shapes for them (like effect under the feet, glowing eyes, surrounding body in a ring)...
- gotta make and upload the gradient versions of all marks. That leaves 1 last slot for some other 'alternative version' of markings. Hmm, maybe leave it free for later.
- currently shading the qilin and hippalectryon bases.
8th Feb
- qilin and hippy are both working. Looks like I need to tweak the colours, now the shade system is different; 'gold' looks bright green-yellow, etc.
- had idea to use a pair of alleles for visibility. XX means full opacity, Xx means 50% and xx means the marking doesn't appear at all.
This will free up p-p- pattern, so it's no longer 'Hidden' (empty) but can be Minimal. So there's a 5th version of all marks. I'll have to go back and edit griff/uni.
10th Feb
Currently going back over the first two breeds and editing all their marks. Some needed cleaning up anyway (messy edges) or were questionable/ugly.
Note to self: tabby, cheetah, clouded leopard, stars, filigree, butterfly, lace/spangle... these marking sets can be added later, perhaps as 'hybrid' marks.
For example, if a griff is carrying tiger and leopard, their coat displays tabby. Tabby is not a gene in itself, it's just visual, and only appears if those 2 proper genes are there.
Every marking layer will have these 2 slots (main and carry) and either one may be passed down when breeding.
If a hybrid mark is available, it'll show, else only the main mark will show, and you might not know what's being carried.
12th Feb
... these marks are taking way too long... and the new brindle-back marking on the uni looks like it's been splattered with bird poo. Fabulous.
Ittermat mentioned a little 'message in bottle' feature, I might try and code one now. Notes...
- to write a message, user must have a blank piece of paper and a glass bottle. It's anonymous (uid stored but not shown) but author can sign if they want.
(for simplicity, I'm not gonna include the ink and quill items; here, an NPC will provide the writing stuff)
- bottle floats around (in DB table) until another user finds it in sea (update owner column to them), and reads the message. They can choose to destroy it, release it again, or keep it as it is.
If destroy, they get the glass bottle to use again.
Could be neat to use this in site storylines, like hinting about big events coming up. Admin can release a few hundred bottles with warnings. Or useful tips/secrets in general, stuff that NPCs would write to each other... and achievements for sending or collecting X bottles...
Posts: 172
Threads: 14
Joined: Oct 2017
02-16-2019, 05:33 PM
(This post was last modified: 02-27-2019, 07:34 PM by GwynMil.)
16th Feb
Whew. Still doing markings. Done all the uni and griff gradient versions, too. Must upload soon!
Been making a 'theoretical breeding generator' in JS. You manually design both parents, click a button and a random possible offspring is calculated. All 3 of them have auto-updating images. It's quite nifty.
Gotta add markings next... zzz.
And maybe a random option for each parent. Not sure how to update their dropdowns to show the selected genes though.
22 Feb
*kicks self* UPDATE MORE OFTEN
Um, well. The theoretical breeding generator was finished. https://jsfiddle.net/bufforpington/atgLj7bv/12/
Absolute chore. Then... I realised the 'simpler' genetics Mythnest is meant to have, really aren't much simpler than the main game.  Just fewer base colours, and paint marking shapes. I had originally planned it to be really simple and fun (colour wheels, straight inheritance of markings etc) but this is a mess! Really complex.
But I don't wanna lose all the code and genetic-design already done (I'm quite proud of the GGRRBB genes for handling full colour spectrum).
So I've decided that the main game will have its genes massively simplified. It's already a big complex game by itself, with other stuff to do - battling, crafting, world exploring, customisation, island management... and players might find super-complex coat breeding a chore on top of the RPG stuff. I want it to be easy to get a decent coat, so you can move on and focus on their skills.
Mythnest can stay as a breeding-focused side-game, with the full crazy genetic system. Much more challenging, for those who like that. I don't think most players of the main game will enjoy wading through an ocean of alleles.
I've also decided to stop using Imagick to generate the main game's images. Will instead use the CSS many-premade-parts approach, same as Mythnest. Imagick scripts are still useful to resize, recolour and save all the markings etc in the range of colours. Yay automation!
Both games can use the same colour palette, markings and everything. I'll have to do some messing-around with CSS and opacity to see how the paint/horn textures can be re-created. For example, a semi-transparent 'crackle' image could produce a marble effect on top of various colours... or an opal glitter layer, etc...
By my calculations, 54 image parts are needed (the lightest, mid and darkest colours of 18 palettes) to create 234 colours (that's with the 13 shade system; could change it easily). That's per body part/marking, per breed...
I'll have to do some resizing, so sprites (or maybe little portrait squares? aww) use even tinier versions of images. Every kb saved matters.
Back to some main-site coding...
- realised with embarrassment that the Message page has been broken for ages, and fixed it. >.>
- removed the pop-up box so messages/convos are listed on the page now. Much wider and nicer.
- attempted to add pagionation to messages, but for some reason the buttons don't appear, and it stops the tabs working. Strange...
- removed Flock Check stuff from the template class. Now the lists of groups and griffs are loaded with AJAX, the first time you click the icon. Doing those queries with every page load was pointless!
23 Feb
- added AJAX pagination to news articles and comments.
- made a review page, so mods can edit articles, set as draft/published etc.
News system is now 99% done, yay! Comments can be hidden by mods, but currently there's no page for admins to view/reinstate/delete them and punish bad users.
- also made a pet spotlight carousel thingy in JS, it loops through some divs. Will be good to have on the front page later, with every month's Most Beautiful Creatures as voted by community. Ittermat also suggested putting it on user profiles, so they can choose some of their pets to feature. I like that, will try it soon.
24 Feb
Re-thinking the nest system. Instead of making users create nests to move eggs into, have a pre-set range of nests to choose from, with fixed names and backgrounds etc. New users start with 3 basic ones (one for griffs, one for equines, one for dragons) and more locations can be unlocked.
Each nest has 12 spaces for eggs/babies, and accommodates certain breeds. A sea dragon egg doesn't belong in a straw box under a griff-hen... likewise, a griff chick would drown in a rock pool.
There's still the 'starter nest' that holds/suspends all babies until they're moved to a proper nest. So you could collect some sea dragon eggs, but not be able to incubate them until unlocking the rock pool and having spaces in it.
I feel like this is much more realistic (?) than letting users create nests in various environments and plonk babies anywhere.
Code will be waaay simpler (can now have nests as numbers 1-20) and a DB table can be dropped (no need to check for user's nest ownership, status, details etc).
Oh, and more opportunities for named NPCs and notable locations. Worldbuilding
... 10pm update: done. Yup, a hundred times simpler than the previous mess. Woo!
25 Feb
Finally, paypal integration! Well, in sandbox mode. Haven't tried it live yet. I hope there won't be extra fees taking my money away, while testing...
26 Feb
Trying to clean up/improve some things. DB tables need a massive cleanup, rearrange, esp regarding user info. I decided that the stuff looked-up all the time (every page) might as well be bundled together in the main Users table, and all the daily and all-time counts of stuff-done (like adopting eggs, battle wins etc) should be in another table. Profile table will be left only for bio, avatar, preferences.
Profile page now includes /master and /mythic (creature) profiles, I need to get rid of the separate roost page, so aging etc happens when the profile is visited. And move all the AJAX for renaming, managing pack, friends etc over there. That'll be a big job... still in dire need of a nice layout too...
I thought of a great way to improve explore map efficiency - instead of having every single 'room' be a separate file loaded with AJAX, I need to try and include more together. Use JS to switch between sets of graphics, XY positions, and collision detection tile arrays. So an entire house might cover 5 maps, and you can go upstairs or in different rooms, and they're all still the same location - when you enter the front door all 5 maps are there, instead of having to load each room as you go between them.
This will be Difficult. o.o
27 Feb
Holy crappp this computer. Have restarted 7 times tonight, so far. Crashcrachcrashcrash every 10 minutes...
And endo being annoying as usual. Fab.
Did manage to finish an AJAX version of Dinocanid's raffle mod. Seems to be working, satisfied. One is a lottery where a single user gets all the money, other is an item raffle where up to 10 users get rare items like gemstones etc. Can't post screenshots any more, because sta.sh and its expiring image URLs have gone to crap x)
Posts: 172
Threads: 14
Joined: Oct 2017
02-28-2019, 06:20 PM
(This post was last modified: 03-09-2019, 07:11 PM by GwynMil.)
28 Feb
Saw the stats page was an ancient broken mess, started cleaning up.
Now I know how to generate two arrays - like all the breeds, and counts of how many griffs belong to them - in correct orders, store them in DB, then retrieve and loop through them, for a Most Popular Breed ranking, with numbers.
Same code can be used to count elements, oldest griffs and their ages, richest Masters and their money... and all other rankings.
Will finally need a cron to do the counting and results-storing every night. Then when someone visits page during day, DB only has to do a single query - fetch whole row from table - and PHP deals with all those numbers, turning them into rankings. Muuuch better than doing a zillion counts every time page is visited. >.<
Can't help messing with the Trials now. Sooooo outdated! Just deleted at least 70% of the code. 
I look forward to making them much more smooth and easy to navigate.
1st March
Added jigsaw and memory match puzzles to the Games page, with AJAX for claiming prizes. Rather satisfied. Just needing lotsa pretty graphics...
2nd March
Cleaned up some DB stuff, and updated the vault and shop scripts. Now, any other script that changes user's money needs updating too. Hooo boy.
4th March
- Adding some shading to the new Minavi bases. It's so detailed and tricky. Just the 2 elder forms so far...
- Finally writing the new personality traits...
- Thinking of doing a quick overhaul of the quick tasks system, it's ancient by now. Wait til personalities are redone.
5th March
Descriptions done. Well, just the 6 main traits (couldn't really think of 7th or 8th ones so removed them). Size/build/aura/fitness need more detail.
6th March
Skills added, with scores/descriptions on griff profiles. Woo. There are 15 skills and 10 possible levels, each with snarky names.
There aren't any ways to increase skills yet - must add that to battles, crafting, quick tasks...
Also might make a training academy (or individual NPCs) who give skills in return for payments. The courses could last a few hours maybe. Too tired now.
7th March
Hnnng. Trying to update the ancient register/login/forgotpass stuff to use the newer, safer PHP password functions.
For some reason, when the hashed version is saved in DB, it's not being stored properly.
If I go to PHPTester and make another hash of the same password, and manually put that in DB, it suddenly works? Argh.
...
Bah, reverted to the older code. At least I did update the register scripts so new users get their default nests, etc. Activation seems to work again, after some hiccups.
9th March
Been redoing the Activity page, with log of all latest goings-on. Previously all messages were in one table, in full HTML. That's a heap of stuff to store...
Now a bunch of different tables store history - one for flock news like griffs adopted/hatching/growing/dying, one for breedings/stud, one for griff sales, one for item sales, one for item trades... and the handful of numbers are used to look up names and generate the messages on page load, using a handy function.
Other advantage of splitting these messages into specialised tables is that they can be searched easily. Look up all the previous owners of a griff, the prices and times. Or all the griffs one user has bought or sold, between X and Y dates, and what happened in those griffs' lives afterwards. Or exactly what items 2 users have been trading/selling to each other. Or if a certain user only obtains/seeks a certain item, and gives it to the same friend... Admins will be able to check for multi accounting.
Anyway, about 4? sections are done, gonna try and finish the rest tonight.
Posts: 172
Threads: 14
Joined: Oct 2017
03-17-2019, 08:59 PM
(This post was last modified: 03-28-2019, 09:20 PM by GwynMil.)
17th March
Crap, need to keep updating this!
Well, mainly been on a new lineart-drawing frenzy. Decided to give in and try the illuminated manuscript art style I wanted earlier. Sure, the creatures aren't as super-realistic and smooth... but I hope the poses are still interesting. It's very fast to draw, and unique among games; can't wait for the gold leaf and paper textures etc.
Also just got Academy working, as test. Yay.
I suddenly wanna finish Scrying but that uses imagick still, it'll have to wait for new gene and image system. Boo.
24th March
What a busy week. Got a lil grant from DA to start learning sculpture etc (seems it won't arrive for a while yet) and have been sketching designs for tiles and things. Eeek. There's a ceramics workshop not far away, but they haven't replied to my questions about glazing, firing stuff - I was hoping those things could be done there...
Still been coding though. The ancient custom Coats system is mostly redone - uses AJAX for searching and paginating coats, of course.
Haven't yet tested the image upload form, or applying coats to griffs again.
Now am redoing the Errands (formerly known as quick tasks) to be much cleaner, simpler. The parameters are currently randomised nonsense that don't match the messages, but hey.
25th March
... oookay I'm finally tired of this outdated griff table, having column names like 'fert' and 'immor' (should be 'fertile' and 'immortal') and sex data like 'm/f/o' which should be numbers 1/2/3.
This big clean-up will surely break a lot of pages (flock, breeding... a lot of places) until I update them all too. Ah well.
Got my shiny new 'Finder' tool working on test page.  Instead of using boring, long dropdowns to select griffs for things, there's now a nice panel with 12 of them (little icon/portrait, name, and another line of info) and you have to search by name/sex/breed/age to refine the results.
Same script is used for all Finders, and the SQL query changes depending on the context (columns to fetch, search params, what to order results by).
For example, feeding from the kitchen or inventory, the 12 most hungry griffs are fetched.
For arena sparring or exploring, those with the most energy are fetched. For breeding, those with the lowest inbreeding % are fetched. And so on.
...
Anywhere there's a dropdown to choose a griff for some activity, there should soon be a Finder panel replacing it. Gotta go through every page and 'install' it...
26th March
The clean-up is ongoing. Most griffs' sexes and some other columns mysteriously turned to 0 with the DB change, so those will appear as ???.
- updated the Flock Check in corner
- updated Flock page partially, not the pagination/search yet
- finally figured out what to do about dead griffs, and updated Memorial page to use that table. Got pagination and insta-vanish-button, for testing.
28th March
Updated the Flock page fully - now search and pagination buttons use the same bit of AJAX, yay efficiency. That's all for tonight though.
Posts: 172
Threads: 14
Joined: Oct 2017
14-15 April
Finally finished the group and tag page. Creating, editing and deleting. Woo.
Probably should put a mini flock search there too, so you can bring up lists of names with checkboxes, and move griffs around immediately.
16 April
Randomly decided to remake the junkyard feature. 20 random items - probably crap but with tiny chance of being good - are listed. You can send a griff to dive in and grab them, free, but costing them some health etc. Also likely to cost you some health too. Max 5 per day.
17 April
Started some NPC test pages. First is a mystery shop; you can pay 100, 1k, 5k, 10k etc tokens and get surprise items for each band. Might be crap like paying 1k for fruit, or pay 50k and get several Amazing Plumes...
To add later: you can do all of them once daily, and higher seniority unlocks higher bands up to 100k.
18 April
Updated the Finder tool and implemented it in another NPC page.
Decided to er... 'be inspired by' the Neopets petpage feature. Some griffs can have custom webpages attached to them, where owner can write HTML/CSS and fill it with whatever. It's not available by default, you have to unlock it for each griff. This NPC handles it.
You can also look up and edit their pages from here, to save you going to each griff's profile.
19 April
Just cleaning up some framework scripts. Soooo much unused/unwanted crap, classes and functions. Like a maze. Took ages just to turn off the automatic line breaks between rendered Comments!
20-22 April
- Added order options to search results. You can now search your flock by highest/lowest ID, exp, energy, health, age... etc. Thought it may be convenient.
- Started making the kitchen. It'll work exactly the same way the lapidary workshop does. For now, you can just feed griffs from there. Searching by diet type feels useful.
Finally starting to test some of the new manuscript-style breed art. Only lines and flat blue bases now... but the folders/URLs are arranged in a nice way, and the full set of functions to generate images are working! First getting the names of breed/shape/stage (much prettier than using numbers), then assembling the appropriate layers and outputting the div with them all.
So, next...
- extend this to all coat images, including flock thumbnails, and stop using Imagick ever again (aww, bit sad)... done! Whew, tricky CSS to resize and centrally align the different-sized coats for each growth stage.
- try to generate smaller thumbnail-size versions of all images, just to use for thumbnails. Full sizes only needed for profiles. ... also done! Annoyingly the tiny versions can have larger file sizes than the originals - darn Imagick. Guess I'll have to download, manually use TinyPNG and then re-upload everything later... sigh.
- generate the flat blue bases in the full palette of new colours, and test those colours/genes.
After those are all done, can start adding more body parts again, etc.
Posts: 172
Threads: 14
Joined: Oct 2017
05-03-2019, 08:31 PM
(This post was last modified: 05-03-2019, 08:41 PM by GwynMil.)
1st May
- added login form on index page (it might go well in the top bar too, if user is not logged in).
- also copying Dragow a bit, by letting guests choose a starting-Mythic right there on the index page, to begin registration. Choice of 8 breeds and many pretty preset coats to browse - not yet drawn, of course... It's a cool way to grab attention and lure someone into joining. The rest of the register form will appear if button is clicked, and AJAX could be used to confirm. Very smooth! Though I'll keep the login and register pages with the same content, just in case.
- finally drawn the new Rampant lines and flat colours, wooo... took ages, they're a complex breed.
- thinking of removing the random breeding entirely, and forcing users to preview potential offspring and choose them. This means zero chance of ugly babies or unwanted multiples. If I can set up a JS-based breeding generator (mostly done already) then it could even be free, not costing any MP. Use the tiny thumbnail images for minimal bandwidth.
Or maybe a bunch of pretty divs that show the baby's colours and marks and genes, so you can't directly see their future coat, but can get a good idea.
(you could keep re-rolling over and over, limitlessly, as JS is all on the page)
And then... you can optionally pay MP to generate a full-size image preview, to see if you're correct/sure, before confirming.
2nd May
Forgot what I worked on, but... something.
3rd May
Finally started re-adding colours, testing the new system. Only using the Cyerce breed at the moment.
Keeping notes of the steps needed...
- generate base.png into the array of colours, make sure to create /base folder for them first!
- (later) download them all, TinyPNG, upload again.
- (later) manually draw the Pearl colour (91--), TinyPNG and upload those 3 parts (lightest, middle, darkest).
- (later) resize all these images to thumbnail versions, except the Hatchling and Juvenile stages; making thumb versions of those is pointless.
'Basic' is now 6 digits. The first is a big body marking (like urajiro, darkening, etc) and the other 5 are more minor (dun, dapple, roan etc), will be above it?
Gonna rush to draw Cyerce's basic marks and test those...
Creatures from 1 to 500 have had colours and Basic marks randomised, any after that will all look champagne-coloured.
Oh, and of course, breeding/wild nest are going to be broken until updated with these new genes.
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