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What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
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Index » Muelsfell Game Forum » Bug Reports Muelsfell World v1.0 Forums
AuthorThread: Updating resource/motivation after using new resource areas.
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 110 years old
Clan: ADV
Website: Click Here
Message #2266 Posted: May 8, 2008, 12:45 am
Anyway, I've notice that after I use the resource area (Specifically, for gold bars) My resource window and the motivation counter do not update after using the area. The changes catch up after I switch to a new page however.

Mozilla Firefox 2.0.0.14 Window XP SP 2

Although I also noticed it in my version of IE 6 at work as well, but put it down to IE 6 quirkiness.

Not a serious bug, but since the motivation counter and resource window on the side update in combats, thought it should be the same with these new areas.
Shagie
Posts: 12
Location: Broukendale
Magus Age: 103 years old
Message #2284 Posted: May 8, 2008, 6:13 am
There are other incarnations of this bug. For example. You have 1 new message, go to messages and click on it, and the navbar still shows 1 until you click again. Most likely this is because the read message, update motivation, and similar calls are not done until after the navbar loads (and that part of the page is generated).
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 94 years old
Real Name: Bay
Website: Click Here
Message #2316 Posted: May 9, 2008, 12:03 am
It's like that in other games I play, too - in F*P, the header loads first, so when you first log in, it still says "Log in here" across the top, and when you change your nick, it says the old one up top but the new one later down the page. It's gotta be because the php script that adds resources doesn't run until after it includes the script that calculates the header and sidebar.
Shagie
Posts: 12
Location: Broukendale
Magus Age: 103 years old
Message #2365 Posted: May 10, 2008, 8:34 am
Thinking in a model of having a 'do this' block/function call at the very beginning of the page (before any html is rendered) which does all the work and database write, and sticks results of that being done into a variable, and then has the rest of the page being rendered using the results variables.

In the servlet/JSP model, one often has the servlet do all the work, reads all the data, and then forwards this on to a jsp which then renders the page. A very clean separation between business logic / computation and presentation layers. A white paper [java.sun.com/developer/technicalArticles/javaserverpages/se rvlets_jsp/] on best practices with this model (note Figure 3).

This also makes language localization and skinning a bit easier - you don't have to refactor the code later or have multiple copies of what should be the same logic
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 102 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #2410 Posted: May 12, 2008, 6:28 pm
The game is structured similar to how Shagie has theorized. There are certain "blocks" that set up a basic page for the game, and then additional "blocks" that get used for combat, or golem updates, etc. For small systems like the resource gather pages, it's easier to just handle it all in the page itself since that system isn't used on any other page. I could set it up so that it still updates the appropriate fields, but that'd require ajax (like the slot machine uses) or a set of sub pages (which is what combat uses).

Honestly, it's just a bit of laziness on my part not to modularize the small systems, too, but it saves me from having to add special "blocks" to the main library just for that one purpose.

Eventually I'll go through and make the page behaviours consistent.

Kep
Halftea
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Posts: 1307
Location: Darghelm
Magus Age: 110 years old
Clan: ADV
Website: Click Here
Message #2412 Posted: May 12, 2008, 7:14 pm
Meh. Don't rush on my account. The end effect is the same anyway. Although I guess it would result in a more 'polished' look. Honestly, stuff like that is for when everything else is good to go.

Even with all the pre-tweaks and testing involved for Clans , I'm certain we intrepid beta-testers will find more significant problems for you to code around.
 
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