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    Best posts made by skew

    • RE: +repose command for TinyMux

      Major update. Basically my whole way of capturing + storing poses was wrong and backwards. Now using objeval() and some manual securing via edit() (to remove square brackets) and storing the evaluated pose as an attribute.

      If anyone is actually using this (which, really, I think it's just my games), please just treat it as a reinstall. You don't need to redo the initial setup, but changes were made to 5? 6? attributes. You should be able to just copy+paste into Muxify (on firefox, if you're using Windows) and it should work, but ya know.

      Should.

      posted in MU Code
      skew
      skew
    • RE: Project X

      @Arkandel That depends entirely on scale of the game, and how detailed you want those rooms to be. There is no correct scale, but you know all that.

      Fallen World recently dropped from 40ish? gridsquares down to 20ish, representing the island of Manhattan. Considering the size and scale and all, I think 20ish is a pretty good number, both to represent a big city and also to house the player base.

      Another way to look at it is something like... What are the archetypal "areas" of a city, through the lens of a MU? A park, rich neighborhood, poor neighborhood, hip neighborhood, middle-of-the-road neighborhood, bordering the "wilderness", college area, government buildings. I might be missing a few, but that sounds about right. You then take that list and say you need 2-3 of most of those, to offer an option to players. That puts us nearish 20. So... It's a good number for a base grid!

      posted in MU Code
      skew
      skew
    • RE: Project X

      We (try to) use Agile at work. It's a methodology for project work based on the idea of fixed time periods wherein you work on certain things. They're called "sprints", and you generally make a sprint one to three weeks long. In Agile, you have a planning meeting, wherein you set the goal of the sprint. Every day, you have a status meeting, wherein you discuss where things are, what got done, what didn't, etc. Then, at the end of the sprint, you have another meeting to wrap up that sprint.

      One of the reasons to use Agile, and the reason you'd divide time into blocks like this, is to allow flexibility. During a sprint, you set your plan for the sprint at the beginning and you stick with it, no matter what. If additional ideas come up, additional tasks get assigned, etc, you do not divert from the plan, not until the sprint is over, and then you reassess where you're at and what needs to be done.

      I think there's a lot of value in it, and in the idea of setting your plan and sticking to it. In my own personal coding experience, drifting between ideas and tasks often means nothing gets done. I pause one project to look at another, and when I return to the first, I cannot remember what the heck I was doing, or how this all was supposed to work.

      So, my advice, would be to borrow some from Agile. Give yourself some time, and give yourself a task or two you want to work on. Work exclusively on the plan for that unit of time, and do not take on anything new, do not move in any new directions, etc, until that time period has ended. Then, look at your list again, and decide. This should keep you focused and out of the situation where you need to re-familiarize yourself continually, but also prevent you from stagnating (we all know if you get 'stuck' on something, it's easy to shelve everything).

      posted in MU Code
      skew
      skew
    • RE: nWoD2.0 Support Code?

      @Arkandel - It does not. Could probably work on that.

      @Ganymede - I already did respose, it's on Fallen World, where you play. Scene logger code also already exists on Fate's Harvest. It's a little clunky but not bad.

      @Cobaltasaurus - I did +repose and +poseorder and they're both pretty sweet.

      On my theoretical to do list:

      • +look - displays character description + physical stats (height, weight, build, etc).
      • +remindme - a code that will let you set a reminder (or staff set one on you) that pings when it's due.
      • +spells - something to track Long Term Spells, on Mage. Though @Thenomain had talked about using his Pledge code for a similar purpose.
      • +message - IC messaging that feels more organic than @mail.

      Edit: Annapurna wrote a +rent code, which allows you to quickly snag a room in an apartment building (for instance) that she said she would surely share with anyone who wanted it. I have no idea how compatible it is with other code.

      posted in MU Code
      skew
      skew
    • RE: nWoD2.0 Support Code?

      @Cobaltasaurus said in nWoD2.0 Support Code?:

      @Bobotron said in nWoD2.0 Support Code?:

      @Cobaltasaurus
      Can I ask a question? Unless you're going to like, allow phone hacking and such, what's the point of even making that code? How often does it get used? Is it worth the time? It's something to consider, I think.

      1. To have a backlog of your IC texts / messages.
      2. To be able to have a little bit more immersion of IC messages going around other than through pages or @mail.

      I want to be able to look a list of texts that have gone back and forth without say sticking on a wikipage for everyone to see, or logging them somewhere, but be able to access them in game. As well as have phone code that emits to a room on a ring (unless silenced), etc.

      I already defended this idea extensively in another thread. I am 100% in support of this. Seeing the use of "messenger" in Arx has made IC communication feel real and like it's real RP. Even using +txt in most WoD games is pretty good for some quick RP. If we can have a way to send messages that are easier to see, allow backlogging, etc, I think it'll be a serious boon!

      posted in MU Code
      skew
      skew
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