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Muratus del Mur

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Muratus del Mur last won the day on December 12

Muratus del Mur had the most liked content!


About Muratus del Mur

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    The Mur
  • Birthday 03/06/1982

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    Bucharest Romania
  • Interests
    Photography, oil painting, writing, understanding minds, programming, sculpting, building stuff, experimenting, rain and fire, Paganini, smart sexy girls, near death experiences, driving fast while drunk, nothing and everything
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    .Muratus del Mur.

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  1. @Aia del Mana maybe you can post a screenshot of the issue? @Mallos item inventory is not done yet, what you see its still the old one. I am thinking to make the items open by detlfault in a large panel. On mobile i made the sidebar to open fullscreen, and i will probably make it open by default when using the sidebar or clicking something that opens the sidebar. So far everything went ok, but i am starting to get into details that can waste a lot of time for very little visible effect. Profile stats will be displayed differently as well, with this interface i afford doing some wild things i always wanted to see in other games i am thinking for example, to put some stats under the elements that they influence, and not all grouped together in one place. Let me know where you think i could fit a stats bar, for example briskness near erolin and AP and cartography under the viscosity info?
  2. Here are some sample sources and step by step details for the scene conversion. Adobe Fireworks CS6 is needed, and i can't provide it if you don't already have it. http://storenow.net/my/?f=97b6b67388770f7f1a47a81ed82d3ec6 Thanks
  3. yes thats a bug i am trying to fix, the entire panel should be on the entire height of the device, and opens anywhere you tap it, or mouseover. Somehow its not reading the correct height for now, will fix it soon. For now i am finishing the creature pages, from flash to html, and to fit new layout. Check it out in the next hour thanks for the feedback and the screen
  4. noted, the left elements are not all ready, erolin device debug panel is the blue red one and its taking much space, the counter/timer is also not ready yet (not functional). The stats and the scene, all flash, are there just so i can migrate them, not to look nice for now. The white scene is probably the most important thing right now. I will leave flash as white so it will be easy to migrate the images, i am not sure right now.. thanks for the screen, today i will finish some more
  5. Hi, At this point i am doing a significant amount of live changes daily. While it would be pointless to dicuss each issue as there are so many and many things change every minute, you could help if you could send me periodic (once a day is enough) screenshots of the things you find wrong. Since there are not too many that got involved with this, i am trying to adjust the layout so it will look perfect for your resolution, and acceptable for everything else. The lowest usable resolution is 640px , thats pretty insane, but its a stripped out version. I intentionately crippled flash, so i will notice it missing and see what things get broken due to it. As soon as i finish the general layout , i will move on to replace flash elements with equivalent html. Sadly...this coding marathon is not for migrating flash content such as scenes and puzzles. For now my aim is just to make the base for a full html MD. An other very important purpose of this work is to change the interface in such a way that it will be more relevant to how the actual gameplay is. If you have suggestions of what elements to show in better places, tell me. Please understand that i will not reply as much because i prefer to focus on work. The main communication way i will check will be the in-game chat on warventure. This marathon continues for about a week more..lets see how much i manage to do in this time Thanks for your involvement and help
  6. Wow, you are on a coding marathon i see nice nice What i meant about "giving up certain scenes" was that i am happy even with that compromise as long as the rest is usable. I was thinking of the puzzle scenes. Of course if you have any sort of solution to that i would be more than happy, i just don't want you to hit a wall when it comes to flash to html conversion. Now that i am thinking, actionscript is pretty similar to javascript, and everything done in those scenes can be ported to js ..maybe i will try to do that or at least extract all the actionscript code from the old fla sources. Just imagine md in html, would fully work on mobile/tablet ..the most important step towards a better layout very few still look for browsergames from a pc , and in the upcomming years we will remain one of those few games that target just a small minority. Having it work on mobile (flashless) browsers could mean enormous boost, not just survival. p.s the recent developments in my life (little baby girl) made me have a lot more time away from the pc and this makes me much more creative, i can't wait to share all my recent ideas for md with you
  7. very happy to see you are alive (unlike myself:)) , just a note, i installed Chrome fresh now and flash comes disabled by default , and also is "harder" to enable back. I think flashless md is big priority ..but also a nightmare i know. Most of whats needed is there ..and we might have to give up certain scenes..
  8. There is a link to get avatars without background , you know it?
  9. I love this quest, sponsorship will come your way shortly.
  10. torch mechanism hold a huge potential, should not be abandoned, so thanks for bringing this up. I don't think they can be made "fair" however. Maybe they can be balanced with a25 designed tools accessible just in torch (land weapons).
  11. I just want to say that the future of principles in MD is entirely in your hands. How they will be used will be decided by Chew based on your (all) feedback. I want to resume my role in writing things about this subject only
  12. When asking public opinion about how people like to lose their stuff, consider what part of this mechanism is designed to bring tension/challenge and what is actually broken. You are a softer, less cruel ruler and i am/was , so maybe its good to "fix" this...on the other hand, i should remind you that the sort of tension ally system presents due to the loyalty mechanism, is an important factor that puts things in motion. One way to fix this would be to have a custom paramter/skill to define ally leadership, and keep leadership just for war-only alliances. For example a guild could determine its leader based on a skill that is obtained only from activity that involves that guild. In such a case, if you would want to do that, i should add that this mechanism based on a custom skill , should also allow anyone to revive a guild using that skill. alliances will remain subject to treason and takeovers, while guilds would be merit and involvement only. makes sense? ps. i could start implementing this if you agree, i have sort of a plan on how to achieve it... but its your decision
  13. sounds like the huge operation is going well let me know how i can help
  14. I am always sorry when a player of such presence leaves, but i am also not sorry for not changing my decisions just to make someone stay. I think now i understand your request better. It is a behaviour pattern i kept seeing in md, when someone is about to leave anyway, they make the most absurd requests knowing they have nothing to lose. Anyway, you are always welcome back! And even if you think that me or MD, won't exist, i think MD still hold secrests to fuel your thoughts, and you are welcome to check back from time to time to see what i mean. As long as i physically exist and can still type, md will be my main creation..and even if one day it will be empty, i will still continue to develop it and bribg valuable things into it. And when i won't be around, you still have chew to 'worry' about...so don't count on md's end too soon 😛
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