Zurukai
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| posted on 5/29/2009 at 07:16 AM |
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This discussion has been moved from the main page to the forum. I ranted, and krez basically broke it all down like a pro, so this post is explaining
my interpretation of his idea.
I want to shoot this at you. All your ideas put together, should our little script in a way, combine these features of articles (not just via
tagging), blogging, and development of games? Each person has their own page dedicated to them as a game developer (stroking ego, check), and then can
easily write articles (all of which appear under the Articles section of the website with a rating right by it allowing for easy filtering if we
want), or create a project with its own page and blog posts and file uploads? Tie this in a bit with the wiki, allowing many of the pages of the
website to be edited by any member (depending on the permissions of the page), we might have something very unique and very integrated. And
don't forget the forum, of which there are main ones, and then each project can have its own forum too.
To add to this, parts of the website that will be obviously editable will be tutorials and examples, perhaps even the front page of the website itself
should be a tutorial to signing up, selecting the maker right for you (each maker page would be editable by everyone so anyone interested in that
maker can update it rather than the busy developer themselves or a staff member), and then how to use that maker to create the game of your dreams.
This of course means we won't be depending on blog or forum software. We'll be developing our own (minimalist) software that does all this
so we get the features and integration we need without all the massive heavy features we don't. The website can and hopefully will be much more
lightweight than that description makes it sound.
PS: Let's use OpenID.
[Edited on 5/29/2009 by Zurukai]
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LongeBane
Noble    
Posts: 357
Registered: 5/15/2003 Member Is Offline
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| posted on 6/2/2009 at 10:43 PM |
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I like the direction the development is heading, it reminds me of Web 1.0
[Edited on 6/5/2009 by Zurukai]
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Linguar
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| posted on 6/6/2009 at 01:41 PM |
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Just be sure to make it secure.
Personally I think a website that allows online collaboration on projects would be awesome. A project could have its own section on the website and
associated group user management based upon the coordinator's of the project, similar to CodePlex, except it's more visual than just Code
can be.
Being able to define your game on a website in a manner that allows those partaking to get an idea of what's in the works, such as the monsters
and other associated data relative to the project, independent of the specific maker being used (thus allowing people to submit information about
games in a general degree, enabling people using say XNA to collaborate because it doesn't restrict itself to formats central to a given
program).
It's a complex idea, probably more complex than most forums software, but I think it's something most other similar communities lack to
such a degree. It would also allow people to submit games that aren't just done by themselves, thus promoting a more community oriented
environment versus grandstanding.
To enable a more personalized means to submit game information, you could modularize the various aspects of the game submission process. So
you'd have a script relative to visual assets, and the user could setup their project to use that however many times they needed to categorize
the resources and have management tools relative to the task (like images, or sprite sets, or what have you, sections would be 'Monsters',
'Tilesets', 'Characters', and so on, based upon the game).
To further the ability to organize, 'folder' could be a simple module that enables a hierarchical structure and merely inlines other
sections who're parented to the folder, rather than the project. Since folder is a module, it would automatically net nesting since it holds a
series of modules.
Since you're making the script yourself, the board or 'bbcode' if you have one, could enable direct access to the resources, such as
'[prj:image=projectid]imageid[/prj:image]', which would embed the appropriate image relative to the project id. The ID would be merely to
hasten accessibility verification should assets be marked as private, posting it public would be possible through access privileges. As far as the
other modules, I'm sure if you're making such a script, you'd know the general parts to a game and code modules accordingly.
I might add, though, that a large portion of what's available through the project collaboration area, would have access privileges associated to
it. You might want your game's releases to be public, but not all information such as a team collaboration blog (which would be a module, as to
enable a hierarchical collaboration, coordinator chat and normal group chat as an example, but not the only example, where you could have a public
project forum as another use of the module).
As for integrating all project boards into the main board, that would probably not be recommended for new user sanity. If you visited a community
that had thirty thousand users, and two thousand project boards, you'd be overwhelmed. No one would be willing to sift through the public
boards to find a specific project board, this is where the project page would be important.
Every so often the main page could have a project spotlight on public projects, this would be based half on staff involvement (where the script
sections the spotlight in week blocks), or automatically based upon popularity, but in a way where a popular project would only show on popularity in
the spotlight once every six months for fairness reasons. Into this, private projects are possible, in case it's just not ready for the
public's eye.
Though this is far from 'simple', it's just my two cents.
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Zurukai
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| posted on 6/8/2009 at 02:23 AM |
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| Your elaboration on the idea is fucking amazing. I just read it and I need to leave to a BBQ right now but shit, I like it. I'll comment on it
later.
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krez
Charter Member      
Posts: 1483
Registered: 6/28/2002 Member Is Offline
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| posted on 6/8/2009 at 04:48 AM |
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Sorry about disappearing for a bit, I had monkey flu or something.
I never messed with OpenID, but neither am I against it. Need to read up though.
Linguar, I like it. I am actually working on something that is amazingly similar (and yet completely different, sorry I can't go into detail at
the moment about it, but it involves online collaboration projects, forum integration, access controls, etc)... but I'm willing to bet that a
lot of the stuff will be reusable for this (and if not, at least I have fresh experience in programing something along those lines which will be a big
head start). It's all in PHP and PostgreSQL, which is a bit harder to find cheap hosting for than MySQL (but IMO is much better).
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--- The Reverend krez (His Divine Grace Ramakrisnakrez Swami Ding Ding)
(krez_AT_optonline_DOT_net)
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Zurukai
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| posted on 6/9/2009 at 08:50 AM |
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quote: Personally I think a website that allows online collaboration on projects would be awesome. A project could have its own section on the
website and associated group user management based upon the coordinator's of the project, similar to CodePlex, except it's more visual
than just Code can be.
Precisely, you have the idea. But unlike some websites, we don't want to let individual projects separate themselves too much from the overall
community. You should never feel for a moment you're outside of RPG Source.
quote: Being able to define your game on a website in a manner that allows those partaking to get an idea of what's in the works, such as the
monsters and other associated data relative to the project, independent of the specific maker being used (thus allowing people to submit information
about games in a general degree, enabling people using say XNA to collaborate because it doesn't restrict itself to formats central to a given
program).
Sounds good.
quote: It's a complex idea, probably more complex than most forums software, but I think it's something most other similar communities
lack to such a degree. It would also allow people to submit games that aren't just done by themselves, thus promoting a more community oriented
environment versus grandstanding.
That's true, and that's what I want. Something that simply isn't out there. Have you checked Gaming World recently? It hasn't
changed in the last five iterations, really.
quote: To enable a more personalized means to submit game information, you could modularize the various aspects of the game submission process. So
you'd have a script relative to visual assets, and the user could setup their project to use that however many times they needed to categorize
the resources and have management tools relative to the task (like images, or sprite sets, or what have you, sections would be 'Monsters',
'Tilesets', 'Characters', and so on, based upon the game).
That's perfect, that's the kind of abilities we need to keep in mind. It needs to be flexible.
quote: To further the ability to organize, 'folder' could be a simple module that enables a hierarchical structure and merely inlines
other sections who're parented to the folder, rather than the project. Since folder is a module, it would automatically net nesting since it
holds a series of modules.
I see what you're getting at. This is something we should look into from a design standpoint.
quote: Since you're making the script yourself, the board or 'bbcode' if you have one, could enable direct access to the resources,
such as '[prj:image=projectid]imageid[/prj:image]', which would embed the appropriate image relative to the project id. The ID would be
merely to hasten accessibility verification should assets be marked as private, posting it public would be possible through access privileges. As far
as the other modules, I'm sure if you're making such a script, you'd know the general parts to a game and code modules
accordingly.
This idea was fucking amazing. I love it, I love it!
quote: I might add, though, that a large portion of what's available through the project collaboration area, would have access privileges
associated to it. You might want your game's releases to be public, but not all information such as a team collaboration blog (which would be a
module, as to enable a hierarchical collaboration, coordinator chat and normal group chat as an example, but not the only example, where you could
have a public project forum as another use of the module).
Good thinking.
quote: As for integrating all project boards into the main board, that would probably not be recommended for new user sanity. If you visited a
community that had thirty thousand users, and two thousand project boards, you'd be overwhelmed. No one would be willing to sift through the
public boards to find a specific project board, this is where the project page would be important.
That's not what I had in mind; it would be separate from the main forums. You're right, it'd be overwhelming if it was all in one
place.
quote: Every so often the main page could have a project spotlight on public projects, this would be based half on staff involvement (where the script
sections the spotlight in week blocks), or automatically based upon popularity, but in a way where a popular project would only show on popularity in
the spotlight once every six months for fairness reasons. Into this, private projects are possible, in case it's just not ready for the
public's eye.
This is something that it is very detailed that we need to figure out. All in all, you gave some wonderful suggestions Linguar. This single thread has
done more for RPG Sauce than any of the threads before it.
quote: Linguar, I like it. I am actually working on something that is amazingly similar (and yet completely different, sorry I can't go into
detail at the moment about it, but it involves online collaboration projects, forum integration, access controls, etc)... but I'm willing to bet
that a lot of the stuff will be reusable for this (and if not, at least I have fresh experience in programing something along those lines which will
be a big head start). It's all in PHP and PostgreSQL, which is a bit harder to find cheap hosting for than MySQL (but IMO is much
better).
Once we have SVN set up you can contribute your code. Does anyone have any issues using the GNU GPL for this project?
[Edited on 6/9/2009 by Zurukai]
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Argus
Charter Member   
Posts: 292
Registered: 7/6/2002 Member Is Offline
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| posted on 6/11/2009 at 03:57 AM |
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You know what would be useful as shit for collaboration? SVN hosting for projects.
Hi folks, this is the Adult Argus. Not quite the same creature as that one from 8 years ago. Infact, Im liable to go around deleting evidence of the
old one.
But yeah, SVN. Dont know if anyone here has used it, but when I ran a gmod RPG server, thats what I used to coordinate with my dev team and make sure
all of our contributions were 1) accessable, 2) in sync with eachother, and 3) remotely backed up.
Wow, sounds useful probably. Just what is SVN though? Its a subversion control system (http://subversion.tigris.org/) that allows you to upload code,
content, whatever, track changes, automaticaly download the latest revision, merge similtanious revisions, maintain release branches and development
branches and basicly manage the shit out of what is in essence, a sync'd folder.
Google code offers free svn hosting, but only up to 100 megs, and all the stuff you put on it is publicly accessable as well, which makes secure
development a moot point.
As for all the other stuff... I dunno, are you trying to compete with sourceforge? are we still talking about dinking around with those myriad
worthless game engines which were all based on tech from the late 90's? Or are you talking about like, the facebook of homebrew RPGs and indie
games? RPGsource is about 8 years old, and I still dont really know what the fuck its trying to be. For a while it was Zuru's blog by the looks
of it.
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Linguar
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posted on 6/11/2009 at 01:10 PM |
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Well as far as Source Forge goes, I think the key difference is the tangibility of the issue at hand. It has screenshots, downloads, and an SVN
repository (and other activity logs that no one looks at but maybe the coordinators). That's really it from what I can tell. The issue with
its individual project pages is they individually are allowed to break away from the common convention found throughout the source forge website.
That's probably something you'd want to stray away from on this build.
Further, the community at source forge doesn't really feel like much of a community (to me, at least). It's just too big, because it
focuses on a very wide demographic due to the broad range of its goals (source code/software in general vs. RPGs.) It's often too hard to find
a point of commonality. Into that, I think it would be interesting to have specific board variants built into the website for people to focus on the
different aspects of making a game; specifically: art, sound, music, maps, et al. I'm sure there's something in each domain that can be
personalized that would make the website that much more convenient for those involved. Since the main goal is the community and fresh content.
Granted making certain areas too appealing to individuals who focus on a given facet of game development will yield cases where users visit just that
section, but that's not always a bad thing with announcements, and other things that can bring things to the user's attention without
disrupting their experience.
One idea is to have personalized announcements (it would not be publicly marked as a 'personalized announcement'), where people can
'mark' something they're interested in and track it. If a game they like has a new release, it could notify them via an
announcement center at the top of pages (duration roughly 1 day for releases, during their next log-in, and varied for the different kinds of content
they 'mark', based upon what seems common on how frequent the data updates).
Also you did mention you don't want to hear about 'Web 2.0', but that really focuses around client/server synchronization that was
irksome before new tools were made to streamline the process of small transactions (via Ajax) which update only portions of the page through java
script. Implementing such a system would only be difficult if you hadn't done it before. If you're planning on using the website as a
portfolio entry, learning Ajax wouldn't be a bad idea.
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krez
Charter Member      
Posts: 1483
Registered: 6/28/2002 Member Is Offline
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| posted on 6/11/2009 at 07:30 PM |
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quote: Once we have SVN set up you can contribute your code. Does anyone have any issues using the GNU GPL for this project?
I have no problem with it personally. I have to talk to my business partners though, there may be issues with directly contributing my code, or GPLing
it (then again there may not be, we have to have a meeting). Worst case though, what's in my head is mine and I can always rewrite :)
quote: That's true, and that's what I want. Something that simply isn't out there.
Just a random rambling aside... isn't that kind of opposite of GPLing the website code? I mean, if the source code is readily available, it
would only take someone with a web server to basically remove our "something that simply isn't out there" uniqueness. And another
random thought... I haven't read the GPL lately (and when I did I wasn't a lawyer), but is GPL worth it for something like this? I
don't think we would need to give out the code unless we distributed something, which we won't be doing (users will simply be accessing it
through our interface). I dunno, this whole thing confuses me, that's why I prefer BSD license :)
quote: Hi folks, this is the Adult Argus. Not quite the same creature as that one from 8 years ago. Infact, Im liable to go around deleting evidence
of the old one.
I grew up once too. Eventually got over it though :)
quote: SVN... etc etc...
I never actually used it but I have a basic idea. I wonder how easy it is to integrate into a website such as this one (e.g. user authentication,
access rights, making it pretty and matching the rest of the pages, etc). Got some research to do (unless someone already knows). In general though I
agree, coding a version control system might be reinventing the wheel, and basically we need one if we want to host collaborative projects.
quote: are we still talking about dinking around with those myriad worthless game engines which were all based on tech from the late 90's? Or
are you talking about like, the facebook of homebrew RPGs and indie games?
I dunno, we have to sort this all out. I clicked around some of those game makers in the list and at least one of them has recent updates and
doesn't look so bad. Perhaps there are other similar things out there, but not old, worthless, etc. I don't know exactly what a facebook
of homebrew RPGs and indie games would be like... but I only checked my facebook page once since I created it, and never looked back, so I don't
quite understand the whole phenomenon or know what you meant by that.
quote: RPGsource is about 8 years old, and I still dont really know what the fuck its trying to be. For a while it was Zuru's blog by the looks
of it.
I'm not sure either :) I rambled a bit in one of those front page things (http://www.rpgsource.net/comments.php?nid=286) but that is
basically just building off of what is already here. Linguar threw in the collaboration idea which sounds great to me. We should brainstorm for any
other sweet-ass features, then go through, chop them up and rearrange them, and coalesce the final vision.
quote: Also you did mention you don't want to hear about 'Web 2.0'
I think he was catering to my whining about hating that particular buzzword. I'll just suck it up though; this new RPGSauce site should be Web
2.0 as hell. Although I thought it was more about users creating and sharing content that any particular technology.
Anyway, glad you jumped in Linguar, you have some swell ideas.
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--- The Reverend krez (His Divine Grace Ramakrisnakrez Swami Ding Ding)
(krez_AT_optonline_DOT_net)
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Linguar
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| posted on 6/11/2009 at 08:27 PM |
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Another thing I was wondering. Other communities have 'how to' posts that describe small snippets of how to start on a given area of
making a game. Depending on what program their using, the full scope of the tutorials can change, from beginner to advanced, simply by the program
(beginner in C# might be advanced in RGSS). Often those wish to take this idea further and offer a focused tutorial series relative to the goal of
the website (a specific program or what have you).
These ideas are typically a good idea, in theory; however, their biggest flaw is content, like everything else. To make quality tutorials, to the
point where they're nearly small classes, takes time, effort and dedication. More importantly since the individual programs change their
overall nature, having a way to express those subtle differences in a script that displays the information, might be useful (example: you're
going to be focusing more on code in XNA and C# than RPG Maker and RGSS, both use different coloring. Having two tags for them will work, but having
the script know the difference by the user selecting beforehand what setup they're using would be interesting.)
Now this, like most other community-centric ideas, revolve around the concept that allowing anyone and everyone to post content is a good idea.
This isn't always true. If someone's posting an article about a new commercial game. Allowing everyone to edit it might serve to enable
editing to a degree you might be unable to otherwise, but it carries a price: some users will vandalize and unless you have rollback features and a
fairly intense logging system, like Wikipedia, this will not work. Further, integrating these features into various scripts greatly complicates
things due to the logging necessary. Most Wiki based systems are nearly anonymous, where the poster is hidden from view unless you look at pages of
history edits and so on. For most cases the wiki paradigm doesn't make sense, news for the most part would make it silly, as you'd have a
single news post page and your cache would involve allowing the user to rollback your page and view previous versions, I'm willing to bet this
will not be a server friendly move were the website to have a large user base. Wikipedia works because of what it is, an encyclopedia. Each topic
needs exactly one page, no matter how many edits there are.
This doesn't translate well to varied content with focused goals, because of the one shot wonder effect, their entire hierarchy is very flat,
and interconnection is easy. News, articles, tutorials, and specialized content will use identifiers specific to each and every area, cross module
integration will not be easy and might even be discouraged (short of a higher level operational subsystem that works to enable further bb-code support
to enable modules to link to other module information through special tags relative to the module).
Back to the tutorials, they could work, but would require a monumental effort to control content (copyrights, slander legal things), quality (does it
suck?), and quantity (junk overload). Personally community is great, and allowing everyone to participate on the main area of the website would be a
good idea as far as the forums go; however, for the individual areas of content, that are unique, a certain level of control needs applied.
Because if the script is well written, you'll get flooded by junk posts, and even a moderative system would overload a small staff from just a
few dozen users.
All of this considered, things such as eliminating Cross-site scripting are essential. The only thing I can suggest is having a common pattern the
SQL queries are written in with data-specific identifiers to specify what the data is (%d, %s, et cetera), should the data not meet the individual
rules of the different kinds of data (via a regex applied to the SQL query and intercepting the matches with a callback) the user can enter,
it's invalidated and throws back an error (this goes into the identifiers that are sent into the website, a good attacker can send anything he
wants, having everything covered on GET, POST, and HEAD is important).
HTML is also a great worry, if you allow straight HTML, you'll need to be damn sure scripts aren't possible. Because if I'm right,
a good script can use dynamic HTML and navigate via user commands sent to the server and make them do anything they want, should the user come across
a post that uses script posted by a malicious individual.
The one thing I look forward to most is ridding ourselves of this depressingly gray theme.
[Edited on 6/12/2009 by Linguar]
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krez
Charter Member      
Posts: 1483
Registered: 6/28/2002 Member Is Offline
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| posted on 6/12/2009 at 02:53 PM |
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I agree. I was assuming here the whole time that the articles / blogs / whatever would not be group-editable (or whatever you call it). Even the
forums should not allow someone to change someone else's post (moderators aside of course). Anything group-editable should go in the wiki;
people know what to expect from wiki's these days I think (noise to signal ratio, possibly crap or vandalized pages, rollbacks, etc)... Well,
maybe for the collaborative project sections the project owner user can allow (specific?) other users to update the main page etc. Then again, maybe
they should get, in addition to the version control stuff and a forum, a wiki section. Why not right?
I am somewhat of a "security enthusiast" and I am shocked by how many websites are vulnerable to SQL injection, even after years of news
items about companies getting hacked. All database access should be done through parameterized stored procedures. Period. If someone tries to pass in
some bogus / malicious data, we don't even have to catch it; it just won't work. Worse case we'll end up with a "wrong
parameter type" error that we can catch, and return a page that says "stop being a bitch".
I have also recently become kind of an advocate of rich text / HTML input (mainly because I have not found a BBCode implementation that both (a) is
secure and (b) offers all the features that tickle my pickle). Check out http://www.fckeditor.net/. It allows a pretty sweet interface
(which is completely customizable) which outputs to HTML. Or advanced users can just type in HTML if they prefer. Then you run that through HTML
Purifier (http://htmlpurifier.org/) which not only rips out anything bad (with a whitelist, so no worries about someone thinking up a
vulnerability that we missed) but, as a bonus, rewrites it to valid HTML (in case the users forget closing tags, or are just screwing around trying to
break our formatting). Those two libraries together not only cut out a LOT of work for us, but give us a safe and secure yet pretty interface for
people to type whatever the hell they want. And if they try to pull some shenanigans, all their hard work just gets automatically stripped from their
post.
To jump back out of the technical end (where I prefer to be), I don't know what to do about content quality. If we let anyone say they
are writing an article about how to do such-and-such with some certain platform / engine, we can't really stop them from just writing
"poop" over and over again, nor can we be sure they aren't completely wrong (with outdated or even deliberately false information).
Only thing I can think of is the ability for users to comment and rate a post / article / tutorial. Let's have a "Comments on
Articles" forum, where each article automatically has a thread for people to say "great article" or "you're and
idiot" or "thanks, but the third paragraph leaves out step X" or whatever. And let them rate it 1-10 or something. So once a user
reads it, they can check if anyone else called bullshit or if the consensus is good. If viewed through the "blog" interface, we can dump
it out on the screen right below the article, which seems a pretty common format these days.
Rereading your post, I think maybe you are pushing for more moderated articles / tutorials etc right? I'd like to hear other opinions on that
too, not that I disagree completely. The problem is, we would need staff to take care of all that. Just the few of us could easily proofread, check
for an actual article rather than poorly written crap, etc, and check off an "approve this article to be listed as an article" thing, but
as far as technical validity goes we might be boned. What I mean is unless someone is well versed in a particular programming language / engine /
whatever software is written about, we won't know if it is actually a good tutorial or not. Maybe we should instead let them remain as blog
posts, to be commented on and rated, and if one actually ends up pretty good THEN ask the author to write it up as a more detailed and better tutorial
format, and then post that in the article section. But then we end up with much less content in the "official" section.
EDIT: Ah you don't like depressingly gray? :) Anyway I already declined to have anything to do with layout / prettiness... but the geek in me
thinks we should allow customizable color schemes assuming we have extra time to implement it (ha ha ha).
[Edited on 2009-6-12 by krez]
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--- The Reverend krez (His Divine Grace Ramakrisnakrez Swami Ding Ding)
(krez_AT_optonline_DOT_net)
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Linguar
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| posted on 6/15/2009 at 12:24 PM |
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Just curious, that idea of nomination and so on. What if you created a community central which would be a collaboration of user content, where
users could have their work pulled into there by enough community votes?
Things like this could be observed by a fairly regular moderator viewing the page, they could provide a secondary nomination system that could
eventually get the work onto the main website's content area. Naturally sometimes we'd have suggestions on what to fix first, it'd
go through revision, and when it's approved, it'd be pulled to the main page. If it's a bit old by then a moderator could pipe in
with a comment saying why, because with the option to edit, some content might not always be prime right away, revision would be key to changing that,
however.
Because of this, it might be nice to allow users to have an 'article' section where blog entries marked as 'articles' are
queried into their profile's article listing. The order is up to the author (rank up/down), because they might have a reason for dateless
ordering (they just revised it, and want it up top, or they just revised it but it's not quite ready to be upped).
Back to the spotlight feature for games, a similar concept could be tried for users who are regularly given props for good content (user vote), there
could be a spotlight for them as well (basically a feature page called Community Spotlight, the main page of the Community Central?)
Just a few ideas.
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Zurukai
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| posted on 6/15/2009 at 11:12 PM |
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Update: I pitched a similiar project to some people I am working with. They are okay with me GPL'ing the code.
And krez, while 75% of the website engine would be GPL'd, a good 25% would be RPG Source specific scripts that don't necessarily modify
the original source code. I'll need to check if that's okay with GPL. We may need to LGPL.
And holy shit, thanks to this topic I just realized tons of code I've written in the past is just begging for SQL injection. Ouch.
[Edited on 6/15/2009 by Zurukai]
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krez
Charter Member      
Posts: 1483
Registered: 6/28/2002 Member Is Offline
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| posted on 6/16/2009 at 12:06 AM |
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Linguar, so you are proposing something in-between then? Let the community vote it into goodness or oblivion, and just periodically check the rankings
out to see if we should make it official? Sounds good to me, if I heard you properly. Also, since we need to store all this stuff anyway, it would be
trivial to provide multiple interfaces to it (e.g. our "articles" section, the usual "by date" blog arrangement, and the
user's customized arrangement in their profile).
Zurukai, are you "good" with the GPL? Meaning, do you know if it even applies to the backend of a web app? In my mind that is not
distributing an executable, but the GPL is huge and convoluted and I'm not good with reading legalese.
quote: And holy shit, thanks to this topic I just realized tons of code I've written in the past is just begging for SQL injection.
Ouch.
Don't feel bad, if you don't mind being thrown in prison you could find those vulnerabilities on tons of websites including the ones for
some pretty major companies who should know better.
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--- The Reverend krez (His Divine Grace Ramakrisnakrez Swami Ding Ding)
(krez_AT_optonline_DOT_net)
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Zurukai
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| posted on 6/16/2009 at 08:00 AM |
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| Thanks for uplifting some of the pain, krez. And I'm going to research GPL further. BSD might not be a bad option either!
| I rock.
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TheDarkshineKnight
Charter Member      
Posts: 789
Registered: 6/28/2002 Member Is Offline
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| posted on 6/20/2009 at 05:31 AM |
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The funny thing is, it doesn't matter what happens, since this site has been dead for roughly, oh, six years now?
>_>
What the hell am I doing here again?
| I'm gonna eat your fucking babies, bitch!
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krez
Charter Member      
Posts: 1483
Registered: 6/28/2002 Member Is Offline
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| posted on 6/22/2009 at 09:03 AM |
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That does give us some leeway heh heh... but it would be pretty cool to resurrect this biotch in glory.
I got the word on the street as far as GPL goes. It's not legal
advice, and there is some conflicting information. Read at your own peril.
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--- The Reverend krez (His Divine Grace Ramakrisnakrez Swami Ding Ding)
(krez_AT_optonline_DOT_net)
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Ancient
Moderator      
Posts: 917
Registered: 5/4/2002 Member Is Offline
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| posted on 6/27/2009 at 09:02 PM |
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you guys are still here? Wow!
| yES, Smilehat's back!
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krez
Charter Member      
Posts: 1483
Registered: 6/28/2002 Member Is Offline
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| posted on 6/28/2009 at 12:20 AM |
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| Ancient, we are going to try to bring it back, did you read the ramblings here and on the front page? Got anything to throw down?
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--- The Reverend krez (His Divine Grace Ramakrisnakrez Swami Ding Ding)
(krez_AT_optonline_DOT_net)
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Ancient
Moderator      
Posts: 917
Registered: 5/4/2002 Member Is Offline
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| posted on 6/29/2009 at 01:01 AM |
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my tip is that this site can only really pick up if the focus moves from homebrew RPGs to commercial RPGs. The homebrew community's been dying a
slow death, as this site has. And the blog stuff is cool like Zurukai did, and video reviews, walkthroughs, and things like that would kick ass
too.
Not to say Homebrew has to be taken out completely, but the focus needs to be shifted if you want to increase the visits.
[Edited on 6/29/2009 by Ancient]
| yES, Smilehat's back!
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Linguar
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| posted on 7/10/2009 at 06:00 PM |
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| So... did this die already?
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krez
Charter Member      
Posts: 1483
Registered: 6/28/2002 Member Is Offline
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| posted on 7/11/2009 at 08:59 PM |
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| Sorry... drihnking binge...
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--- The Reverend krez (His Divine Grace Ramakrisnakrez Swami Ding Ding)
(krez_AT_optonline_DOT_net)
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Linguar
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| posted on 7/23/2009 at 08:18 PM |
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| Here's hoping you guys get around to it before 2020.
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Ancient
Moderator      
Posts: 917
Registered: 5/4/2002 Member Is Offline
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| posted on 7/24/2009 at 12:44 AM |
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not to take away attention from this site but I've already started my own little site
Its still got a lot of work but its going well, and I have to say, I love Joomla, its a miracle worker for making a decent content-driven website, and
there hasn't even been any real content added yet!
http://rejectedgamers.com
Im looking for a few good members ;)
[Edited on 7/24/2009 by Ancient]
| yES, Smilehat's back!
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krez
Charter Member      
Posts: 1483
Registered: 6/28/2002 Member Is Offline
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| posted on 7/24/2009 at 10:25 PM |
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quote: Originally posted by Linguar
Here's hoping you guys get around to it before 2020.
You just don't understand the complexities involved. It is easy to throw around ideas but implementation takes time and effort. Hell,
pre-implimentation design takes a while too.
Please do not take this to mean I have done a damn thing yet :)
Zurukai, you still here?
quote: Originally posted by Ancient
not to take away attention from this site but I've already started my own little site
What's it for or about?
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--- The Reverend krez (His Divine Grace Ramakrisnakrez Swami Ding Ding)
(krez_AT_optonline_DOT_net)
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Zurukai
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| posted on 7/26/2009 at 07:57 AM |
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I am totally still alive.
Are we settled on PHP or does someone wnat to Ruby or Python, or God forbid ASP or JSP?
| I rock.
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krez
Charter Member      
Posts: 1483
Registered: 6/28/2002 Member Is Offline
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| posted on 7/27/2009 at 05:51 AM |
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| I only know PHP, although I could learn a new one pretty quickly if I needed to.
| <TT>END OF LINE</TT>
--- The Reverend krez (His Divine Grace Ramakrisnakrez Swami Ding Ding)
(krez_AT_optonline_DOT_net)
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Ancient
Moderator      
Posts: 917
Registered: 5/4/2002 Member Is Offline
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| posted on 7/29/2009 at 12:45 AM |
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quote: Originally posted by krez
quote: Originally posted by Linguar
Here's hoping you guys get around to it before 2020.
You just don't understand the complexities involved. It is easy to throw around ideas but implementation takes time and effort. Hell,
pre-implimentation design takes a while too.
Please do not take this to mean I have done a damn thing yet :)
Zurukai, you still here?
quote: Originally posted by Ancient
not to take away attention from this site but I've already started my own little site
What's it for or about?
Its a gamer website. I invite you all.
And BTW, the site remake could easily use Joomla. Its free and open source, and could do anything the main page here does and more. Its also PHP
driven in how it is designed, so Krez if you're up for it, it makes for a good starting base.
Any of you guys hang on skype, or what? Any other way to catch up with the RPGSource crew more reliably than RPGsource?
[Edited on 7/29/2009 by Ancient]
| yES, Smilehat's back!
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Zurukai
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| posted on 7/29/2009 at 06:10 AM |
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Millions of sites are made with Joomla and most of the time it's obvious, although I'm totally not bagging on your site. Using Joomla in
itself wouldn't make us too unique. If we really wanted a base to start off from and modify code, Drupal actually would be better.
I don't Skype, however all the active members use AIM.
[Edited on 7/29/2009 by Zurukai]
| I rock.
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Zurukai
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| posted on 7/29/2009 at 06:13 AM |
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quote: Originally posted by krez
I only know PHP, although I could learn a new one pretty quickly if I needed to.
Yeah, they're both real easy to learn. It might be a path for us worth considering.
| I rock.
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