QE's Projects


November 12, 2000 1:43 AM

Wow....long damn time since I bothered doing anything with this page, huh?

Anyway, I know the question on everyone's lips right now is "how the hell is the web version of popwords coming along???"
The answer is...pretty darn good actually. Last night I got a fair amount of the bare bones structure ironed out...right now the script's at the point where it will read in the phrase, put in spaces for the letters and reveal letters as you guess them one at a time. Nothing worth posting yet, should hopefully be something tomorrow though. Tonight was ironing out the user/password login script and registration for new users. Its a little rough and crude right now, but damn it it works. Adding a score keeping function to it should be no problem at all (oy, the big bugaboo of crunchweb games finally set in code)...this should all undoubtedly be getting done in SQL, but I don't have a SQL testbed right now so (*shurg*)

Anyway...still a few things that need figuring out, especially what to do when two or more users are guessing at the same word (I had forgotten that the original used to only allow one user at a time...actually I think if multiple people are hacking at the same phrase at the same time it'll make it a little more fun). Anyway, getting closer to the point where I'm going to need the rules....so one of you damn lazy-assed popwords fans get those to me like now....I'm not making this for my own sake (frankly, never really liked the game all that much...besides which I should probably disqualify myself anyway since I'll be the one coding in all the phrases).

February 28, 2000 1:56 AM

Well, as most of you know I've been completely obsessed with the Sims recently. Obviously I couldn't let them start releasing editing tools without playing with 'em. Been using the HomeCrafter to make up some special Crunchland style walls and floors. Included are:


Classic Crunchland purple and orange.

Happy Cow walls and floors.

New Crunchland oranges and post-LAN party floors (complete with jello-shot spills and oyster crackers)

Grab the pack here. Unzip the floors into your "The Sims\GameData\Floors" directory and the walls into your "The Sims\GameData\Walls" directory. The thumbnails in the game itself show up a little weird....not sure how to fix that. Enjoy!
February 16, 2000 11:08 PM

Wow, that was the easiest time I've ever had dealing with making javascript cade compliant with Netscape...only really needed to change about 6 lines...most of it was pretty simple stuph. Anyway, Ponies is now compatable with NS4.0. No clue about 3.0 version browsers, so if anyone's still using one, lemme know.

February 16, 2000 7:09 PM

Ok, found the problem....if you're using IE, make sure you're browsers set to check for a new version of the page anything other than "every visit to the page" (find it under tools/internet options/temporary internet files/settings). I'm aware that there's some pretty heavy duty problems with Netscape...I'll start working on ironing those out next. I also know that there's a problem with the rounding function if you win....for some reason it only accesses it occasionally. (*shurg*) I'm working on it. Anyway....go play here.

February 16, 2000 5:12 PM

Pfft....ok, I'm just about as baffled as possible. After running some tests on Jigglypuff on the ponies script, I've found that IE isn't caching the images (well, it is, its just referring to the server's image instead of the cached image each time it calls the image), but Netscape is caching properly (of course, though, there's a solid handful of other bug nasties that need to be ironed out in NS). Not sure if its an IE setting or what, but whenever it runs on my machine it can make a potential approximately 750 image calls to the server....obviously not good. Gonna see what I can do with it, but at this point I'm stumped...this thing may be dead in the water unfortunately. If anyone wants to take a look at the source you can download it here. Feh.

February 16, 2000 12:56 AM

Ok, sorry kids, had to yank it down already...for some reason the images weren't caching properly and I was starting to kinda worry about any load the thing might be putting on the server. (*sigh*)...ok, back to work.....

February 16, 2000 1:20 AM

Ok, the alpha version of "Ponies" is finished and up, here. Go check it out and let me know what ya think, or let me know if you run across any glaring bugs (email me). Haven't tested it on anything other than IE4.0....my guess is there's probably a torent of problems with Netscape....there always are. I'll do a check on that after I take a break from this thing. No clue if it'll work with 3.0 version browsers, and can almost guarentee it won't work with 2.0 (if you're still using a 2.0 browser than you're a pathetic human being anyway). Obviously the high-scoring system isn't in place yet, that's hopefully going to be the next addition. And, yeah, I know, the graphics are simplistic (yeah, I know the horses look more like lizards), so that'll be a future change....considering looking into adding flash based graphics (and sound, whee)...I know you can use javascript and flash together...just not sure how extensive it is. The controls are a bit kludgy...use "race again" if you want to carry your cash total over from race to race...hitting "refresh" on your browser will bring you back to the $100 base. Oh, and I haven't gone through and streamlined the code yet...if anyone has any suggestions, feel free to send a yell my way. So, anyway, pour yerself a bourbon, break out yer pork pie hat, and head fer the track....

February 15, 2000 1:25 PM

Been working most of this past weekend on a new javascript game for Crunchland. Its actually coming along suprisingly well. The main purpose is to see how tough it'll be to implement a high-score/login cgi script with it. The javascript side of it is almost done...got the main script and graphics script done, just working on putting it all together right now. Won't have the cgi script in place at first, that'll be the next step. Took me forever to hash out how javascript handles the setTimeout function, since every book I have gave the impression that the script just picks up where it left off after a timeout, which it doesn't seem to. That and getting lost in a forest of if/else if/else statements last night...feh.

February 5, 2000 12:06 PM

Woohoo, Jigglypuff is now up and running. Took a minor ammount of finagling, but itse been up and running fine for about 52 hours now. (Humerous side note, btw; comment found in the Win95 hosts file "This is a sample HOSTS file used by Microsoft TCP/IP for Chicago"...(*snicker*)...."chicago"). Anyway, seems to be running fairly steadily, using Sambar server software for the record, pretty cool little package, with support for all kinds of CGI, perl and wincgi. The only remaining problem I seem to still be having is that something continues to go into low power standbye. Checked all the power options and can't seem to locate it. (*shurg*), not a critical error, just a minor nuisance.

February 3, 2000 2:14 PM

Started setting up a win32 web server yesterday. Not really sure if I was motivated by usefulness (need to get back to playing with cgi scripts) or if I was just bored. Probably 90% the later considering past experience (we all know how much I used the linux box...well, I guess we all don't know, but not much). Setup went remarkably smoothly (using one of the old Crunch machines for the record...node #4), accepted all the hardware, network setup was smoother than usual, there just seems to be some glitch in the remote machine recognizing the ip. I have no doubt its a problem with the configuration somewhere, hrm, I'm a major novice when it comes to stuph like this, might require one of my infamous tech calls to Po (note to Po: run....now :).

January 29, 2000 2:17 PM

Ok, pretty obvious that the latest project has been revamping the site. Nothing much else new....still trying to hack through the client/server game code base dilemma....(*shurg*) More on that soon hopefully.


Been checking out the games on Netbaby (Whip-It bowling rocks, BTW). Wondering if it might be worthwhile to try and hash out a bowling game for Crunchland...still need to hash out the code for a high score record keeping system....(*shurg*)...dunno, maybe. Need to look into the ball/spin physics as well as the pin physics.


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