Search found 86 matches

by KaVir
Fri Mar 11, 2011 10:05 am
Forum: General Forum
Topic: Look and Feel
Replies: 53
Views: 33890

Re: Look and Feel

Many of the big and successful MUDs care about their users very much and they are going out of their way to provide GUIs, custom clients, newbie helpers etc. because they have understood that this is vital in order to get new players. To be fair, some muds have been offering custom clients for a lo...
by KaVir
Thu Mar 10, 2011 9:25 am
Forum: General Forum
Topic: Look and Feel
Replies: 53
Views: 33890

Re: Look and Feel

Most muds have tens of thousands of lines, the larger ones have hundreds of thousands - I've never heard of one with millions. But size doesn't matter in this case. GUI support is handled at a low level, where most muds work in a very similar way to each other, and my snippet can be added in a matte...
by KaVir
Wed Mar 09, 2011 10:23 pm
Forum: General Forum
Topic: Look and Feel
Replies: 53
Views: 33890

Re: Look and Feel

With any GUI, though, you'd have to dedicate a channel to send update information to clients. For every graphical update (changing the value of stat bars, rewriting information to a window, sending widget placement coords) you'd have to tunnel packets to the client somehow. In most muds, every time...
by KaVir
Wed Mar 09, 2011 1:38 am
Forum: General Forum
Topic: Look and Feel
Replies: 53
Views: 33890

Re: Look and Feel

I agree that mandatory graphics would be a bad idea - not because of bandwidth (you don't send the actual graphics from the mud during play) but for accessability reasons. Many players already have a favourite client and are loath to change. Others are restricted in their use of client, perhaps beca...
by KaVir
Tue Mar 08, 2011 2:54 pm
Forum: General Forum
Topic: Look and Feel
Replies: 53
Views: 33890

Re: Look and Feel

I've now got a friend testing my protocol snippet on his own mud, and a couple of other mud owners I know have expressed an interest in using it once it's finalised. I'm also working on an example GUI for Realms of Despair (with their permission), so I'm hoping they'll get in on the action as well. ...
by KaVir
Sat Mar 05, 2011 1:36 pm
Forum: Mudlet Development
Topic: Interest in a Mudlet wiki [now available!]
Replies: 44
Views: 38122

Re: Interest in a Mudlet wiki

I've used wikis before, and wouldn't find it any hassle to update it whenever I discovered some new trick or hidden feature - it only takes a moment to make a quick edit. It'd also be a great place for people to include mud-specific scripts and GUIs (with screenshots), particularly if more muds star...
by KaVir
Thu Mar 03, 2011 3:32 pm
Forum: General Forum
Topic: Manual
Replies: 5
Views: 2011

Re: Manual

Have you considered creating a wiki, and allowing others to contribute to it?
by KaVir
Thu Mar 03, 2011 3:22 pm
Forum: Help Forum
Topic: Special characters
Replies: 16
Views: 7045

Re: Special characters

IRE and Aardwolf have moved to GMCP, and last I heard Avalon was planning to do the same - and I'm only using an ATCP hack for clients that don't support MSDP. Poor ATCP, nobody loves it :(
by KaVir
Thu Mar 03, 2011 1:42 pm
Forum: Help Forum
Topic: Special characters
Replies: 16
Views: 7045

Re: Special characters

Theoretically, with downloadFile( path, URL ) , it's possible to do the same in Mudlet. It's not something I've played with, but it is an interesting concept. Barring a fully-formed Mudlet package repository (with proper package support, of course), this is the next best thing. It would require tha...
by KaVir
Sat Feb 26, 2011 12:08 am
Forum: Help Forum
Topic: Creating a desktop environment style GUI
Replies: 52
Views: 26338

Re: Creating a desktop environment style GUI

The moon icon now correctly rises and sets behind the map, thanks. I changed to a lazy quantifier, and it now works properly for the first link, but the second now isn't parsed at all. \t<send>(.+?)</send> http://www.godwars2.org/images/mudlet/mudlet_screenshot_v1_16t.png Presumably I need to change...