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    Best posts made by Kumakun

    • RE: Mush-Format New version release!

      Local #includes work now. And I've verified, with much giddiness, that using /quote in TF to send only the changes is ❀ <3. If anyone else is still writing mushcode (haha!) Check it out. Today's the first day in my mushcoding career that I didn't have to cut and paste to develop.

      I'm officially spoiled.

      That is all. πŸ™‚

      posted in MU Code
      Kumakun
      Kumakun
    • RE: What drew you to MU*?

      @faraday I completely agree. Pacing is super important for me as well. I tried to run a Storium game for a little while, but sometimes the time between posts was so long, I'd start loose idea/story momentum until people would just sort of fizzle out.

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: MUX web portal experiments. :3

      @Coin Thanks! πŸ™‚ I was really reluctant to put the effort in since MUX is getting pretty long toothed. But, I saw that Brazil had released a patch within the last few months. Good enough for me.

      I've plans to do this with Rhost as well. That'll be a bit more involved though - and WAY more server customization.

      posted in Game Development
      Kumakun
      Kumakun
    • Mush Formatter - New Version Released!

      What's going on everyone? Been a while since I've posted!
      Still writing mushcode?
      Still working with a single line of text?
      Wish there was a way to make your code human readable?

      Enter Mush-Formatter!

      The basic rules: Any line that has something in the first character will count as a new command. Indents matter!

      &cmd_awesome #123 =  
          @pemit %#=This command is awesome!!;
          @pemit %#=Another thing!
      

      will translate to:
      &cmd_awesome #123 = @pemit %#=This command is awesome!!; @pemit %#=Another thing!

      As an example, let's take a look at some of @Thenomain's pretty formatted code sample. Now, when we put this through the formatter we get... This!

      The interactive version of the formatter is available at format.ursamu.io

      The non-interactive 'fast' formatter is available for GET requests at format.ursamu.io/api?include=url/to/text.txt

      For more information visit the project repository: https://github.com/digibear-io/mush-format

      Thanks for looking! πŸ™‚

      posted in MU Code
      Kumakun
      Kumakun
    • RE: MUs That We Would Love To Make (But Won't)

      A spell-punk or dungeon-punk setting either in space (Spell Jammer??) or in a near-future setting, Like an Eberron, meets the 22nd-century advanced with magitek theme.

      Another theme I've always wanted to try was going the other way and bringing the far future into a fantasy setting ala Escaflowne's take on giant mechanical knightly armors and other high-tech devices made from low-tech, or 'magical' means.

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: Back Again, this time with an Urban Fantasy kick!

      A little more progress! Web chargen is coming along well - nothing really flashy to show! But I did make some progress on the Client effort this AM. Mobile first and all - it's coming along!

      client

      More updates later, thanks for stopping by!

      posted in Game Development
      Kumakun
      Kumakun
    • RE: MUs That We Would Love To Make (But Won't)

      @Lemon-Fox said in MUs That We Would Love To Make (But Won't):

      Shadowrun?

      Well, Shadowrun Anarchy is on my list of 'would totally do if I had the bandwidth' so... Sure, yeah. Shadowrun might be exactly what I'm saying. πŸ™‚

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: Crescent Moon Mux / New Orleans CoD Mux

      It is! We're still plugging away slowly. The team is really small but working hard! The updates are a little slow at the moment, but we do post them on our Discord channel as things happen. Come join!

      posted in Adver-tis-ments
      Kumakun
      Kumakun
    • RE: TTRPG's You've Wanted to MU* (But Probably Won't)

      Just from mentioning it on another thread:

      Deadlands. I was just never sure how to convert the playing card initiative mechanic online in a smooth way!

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: World of Darkness 5th Edition Experiment

      It's totally been a juggle. I need the same base systems for both games (A BB style system, a jobs system, a notes system, events, scenes, finger - etc.) It all has to be written from scratch.

      Cyberpunk is a VERY close second for me. And, I think the work that I've been doing with V5 will just benefit being able to facilitate the more involved/complex systems of CP:R and then my ultimate goal: Mekton Zeta Plus.

      There's a difference between coding these things, and RUNNING them however, and takes a special kind of person - if I'm being honest. I'll mark these projects as successful and done probably after a small beta period to make sure the code gets a good shake down.

      I just feel these things need to exist as options. πŸ™‚

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: World of Darkness 5th Edition Experiment

      Updates! I'm almost through the Auxiliary system hell. (Jobs, BB, Notes, etc.). This is probably the stuff I like writing the least - but I'm getting through it!

      The character generation commands are buttery smooth and hopefully well laid out. I'll leave that to those that come in to test, though!

      Grd building has started. It's so fun to see some of my old stomping grounds on the list - and cringe-worthy to see others (Outer SE).

      There's still so much to do!

      I've also been moving forward on the visual side of the build. Here's my current direction for the landing page and a wiki article.

      Landing page

      Wiki

      Not a lot of updates, but steady progress.

      Thanks for the read! πŸ™‚

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: Seeking Helper with GMCCG Setup

      @Thenomain's code is pretty good! It's a bit of a pain to install at the moment. In fact, it inspired me to make a better system to install code. The current solution tends to mangle certain character combinations when you feed it long strings. If I remember correctly @skew would install bit by bit to get around that bug.

      posted in A Shout in the Dark
      Kumakun
      Kumakun
    • RE: Mu-Format, a MUSHCode (un)formatting library.

      @faraday said in Mu-Format, a MUSHCode (un)formatting library.:

      @kumakun What do you mean by blocking on &, @, +? Those don’t really define blocks; they can exist in the middle of other commands.

      Wrong term, sorry! But yes, deciding on where to end the previous block. delimiter? Words.

      @Thenomain Interesting! I wondered how Muxify did it. Thanks for putting the system through some paces for me. I've got more to tinker with now, yay! πŸ˜„

      I'm pretty sure I can build a regular expression that only looks for those characters at the beginning of a line, and ends when it runs into one again. Right now comments are a regex as well. I may have to not be lazy about it and scrub through for comments line by line manually!

      posted in MU Code
      Kumakun
      Kumakun
    • RE: Crescent Moon Mux / New Orleans CoD Mux

      @BlackDahlia updated the post and added more game details!

      posted in Adver-tis-ments
      Kumakun
      Kumakun
    • RE: What RPG SYSTEM do you want to play on a Mu*?

      Zombie thread! I was about to post something similar and stumbled upon this topic!

      I have shelves dedicated to systems that I thought might survive the RP heavy persistent world environment of a MU*. I've always been curious to see what people want to be translated onto online for their games to use as a code library or something.

      I have a few systems that have been sitting on my back burner for a while now:

      Cortex/Cortex+/Cortex Prime - The original Cortex is fun, but much more rules heavier than the later generations. I wonder though if +/prime are /too/ rules light for the community, which leads me into:

      FATE Core/Accelerated - I really /really/ love the concept of Fate. I've heard though, through from a few people who've experienced MU* play with the system that it requires a pretty heavy Staff presence to keep the Fate Point economy going. I'm not sure if that's ideal for a game with a small staff and large player base if the game were to become popular.

      Chaosium Basic RPG - I really like this system. The player exposed mechanics are simple, d100 skill resolution with 'training' based increases and a pretty simple to understand D&D standard-ish naming convention. Conflict resolution in the book happens in a 'resistance matrix table' (a simple formula basically), but that's easily coded and interfaced for end-user experience.

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: Mu-Format, a MUSHCode (un)formatting library.

      Okay, I'm finally back in the coding hot-seat again after a few months of recovery. This project is probably my first free-time priority because I could definitely use it to continue my own project. That, and React has gotten WAAAAY easier since I wrote this originally. It's time to update and simplify.

      I also have plans for a desktop version, so you can preprocess and compile code from your desktop, before uploading the archive to Github, if you want quick personal access or to share.

      posted in MU Code
      Kumakun
      Kumakun
    • RE: Crescent Moon Mux / New Orleans CoD Mux

      In the spirit of 'getting #@#$! done, I've decided to make little posts here to let everyone know that we're still very much alive and moving ever closer to opening.

      I just cleared staff to start using the wiki, the theme is finally stable enough for content (until I'm done with my extensions later!). Things are starting to move over. I predict we'll be ready for our first small beta really soon, so keep an eye out! I'll also post a link to the Wiki as soon as there's something to look at.

      Feel free to join us on Discord for more frequent updates, ask questions, plot, plan and hang out! https://discord.gg/F7ZZT8p

      posted in Adver-tis-ments
      Kumakun
      Kumakun
    • RE: What RPG SYSTEM do you want to play on a Mu*?

      Reviving this thread again! Mwa!
      For my JS powered codebase, I think I'm pretty decided that I want to use FATE as my first 'example' plug and play system. I'm curious what about FATE works well on a MU* and what causes hangups. I've heard that FATE tends to be very staff heavy. What makes it that way?

      I can see the FP economy in a scene suffering some without someone being assigned to dole out compels, etc - or having to come up with a system to allow characters to offer each other a compelling from the scene pool.

      Ma' FATE experts, go! πŸ™‚

      Thanks everyone!

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • Mush Formatter - Revisited, now with Dark Mode?

      I've re-tooled the code to be waaay more efficient. I've been working with @Thenomain to clean up some of the rough edge-cases. I still need to wire the portion that allows you to minify an archive from Github, but work calls for now! Check it out, give it a spin. https://mush-format-client.herokuapp.com. If you run into any bugs and feel like reporting them? https://github.com/digibeardev/mush-format/issues.

      Thanks all!

      posted in MU Code
      Kumakun
      Kumakun
    • RE: Potential Supernatural Game

      The mix between hunters and 'monsters' was something to really consider. The last thing I want is an all-out PvP fest - but I'd hope that as collaborative story builders we'd be able to figure out better answers than just actively seeking to off other players. Heck, even hunters have to make deals sometimes to best the bigger, badder thing they're after.

      posted in Game Development
      Kumakun
      Kumakun
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