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 Post subject: Introducing Hotmod, the new mechanic.
PostPosted: Sat Sep 26, 2009 10:28 am 

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It's up at hotmod.yolasite.com.

I'm starting off by posting my working prototype, and then adding features and the rest of the data from there.

Update: Weebly is having availability issues at the moment, so I'm trying out Yola for now.


Last edited by Istatay on Mon Sep 28, 2009 4:26 am, edited 1 time in total.

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 Post subject:
PostPosted: Sat Sep 26, 2009 12:33 pm 
Tally Teller

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Go go go Istatay!


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 Post subject:
PostPosted: Sat Sep 26, 2009 3:41 pm 
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That's really cool, Istatay!

I'll wait until you're done implementing features before I make any suggestions. ;)

-c.

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 Post subject:
PostPosted: Sat Sep 26, 2009 10:19 pm 

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I saw the copyright at the bottom of this application....so does that mean you are a dev in disguise?

Missing Hades, or scroll bar? Will you be adding the limits per plane, for instance, so you can't over Engine a plane that only has a single slot for Engine?

Adding other items soon for Creative Storage, Fuel Eff, Aerobatics?
You did a lot of work on this. Is it all Java?

Wow wow wow!!!

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 Post subject:
PostPosted: Mon Sep 28, 2009 2:48 am 

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The copyright notice is to show who does own the Skyrates copyright. If anyone knows something more I need to add, let me know. If I am a secret dev, I'm so secret I didn't even let myself know about it . . .

I've added a "Todo" section, which shows my plans. If you have any spiffy general ideas that aren't on there, feel free to suggest them here. I will add skills to my todo list; thanks for the suggestion!

It's written in JavaScript, which for some odd reason is unrelated to Java. It's been years since I've done JavaScript and website development, so the hardest part has been relearning. The actual logic has been pretty easy so far.


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 Post subject:
PostPosted: Mon Sep 28, 2009 4:40 am 

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Istatay, you are awesome. I love the app! New toy, yay! Thanks!


I nominate you for a forum title.
:smile:


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 Post subject:
PostPosted: Mon Sep 28, 2009 7:24 am 
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Would it be relatively easy to add images after each upgrade name showing how many upgrade slots they take?

Also, looking better and better every day! Thanks for taking the time to put this together. :smile:

-c.

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 Post subject:
PostPosted: Mon Sep 28, 2009 8:41 am 
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This goes for both you and Kathryn:

Very nice work. If there's anything we can do to help out, let us know.

I emailed you both some thoughts, check it out when you get some time.


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 Post subject:
PostPosted: Mon Sep 28, 2009 8:54 am 
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Upgrades stacked in 2.5A. I haven't had the chance to try it in the beta yet, but the hotmod doesn't allow you to stack upgrades.

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 Post subject:
PostPosted: Mon Sep 28, 2009 9:07 am 
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They do not stack in Beta.

-c.

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Lieutenant of the Crimson Armada, formerly of the Azure League and the Earthen Order.


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 Post subject:
PostPosted: Mon Sep 28, 2009 9:13 am 
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That's really not writ in stone. We're still looking at that right now.


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 Post subject:
PostPosted: Mon Sep 28, 2009 9:56 am 
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Amazing!

Two things.

First, I think the R sticker is now an engine upgrade rather than a hull upgrade?

Second, I think that increased ammo does not actually reduce cargo.

Third, it might be helpful to add a ckph line, just so people don't have to multiply themselves.

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 Post subject:
PostPosted: Mon Sep 28, 2009 10:18 am 

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Thanks for the encouragement all! I added filtering, and working within JavaScript and the HTML DOM has been a big enough pain that I'm going to try whipping up a quick applet. If that goes well enough, I'll switch over and future development should be much faster.


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 Post subject:
PostPosted: Mon Sep 28, 2009 10:34 am 
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Sunrunner wrote:
Second, I think that increased ammo does not actually reduce cargo.
Cargo-reducing upgrades temporarily don't, while a bug is investigated.


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 Post subject:
PostPosted: Mon Sep 28, 2009 10:50 am 
Tally Teller

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Istatay, are you familiar with jQuery? Makes DOM manipulation an absolute breeze.


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 Post subject:
PostPosted: Mon Sep 28, 2009 11:51 am 
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Eskay wrote:
Sunrunner wrote:
Second, I think that increased ammo does not actually reduce cargo.
Cargo-reducing upgrades temporarily don't, while a bug is investigated.


No, I mean that when I mouseover the upgrade it doesn't SAY it reduces cargo. Oh, you mean the devs temporarily removed all of the cargo reduction entirely?

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 Post subject:
PostPosted: Mon Sep 28, 2009 1:42 pm 

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Kathryn: I got stuck trying to do cross-browser column hiding. jQuery made that very simple. There will be a pause in development while I learn jQuery and adapt the existing code to use it. Thanks!


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 Post subject:
PostPosted: Mon Sep 28, 2009 2:35 pm 
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Sunrunner wrote:
No, I mean that when I mouseover the upgrade it doesn't SAY it reduces cargo. Oh, you mean the devs temporarily removed all of the cargo reduction entirely?

Exactly this.


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 Post subject:
PostPosted: Mon Sep 28, 2009 3:51 pm 
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Eskay wrote:
Sunrunner wrote:
No, I mean that when I mouseover the upgrade it doesn't SAY it reduces cargo. Oh, you mean the devs temporarily removed all of the cargo reduction entirely?

Exactly this.


I think that should be better publicized. I must uninstall things like extra ammo in case the penalties come back when I am not around.

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 Post subject:
PostPosted: Mon Sep 28, 2009 3:58 pm 
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Henri plans to fix it around 2AM GMT tonight.


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