Posts by yahwho

    It could be difficult to find active plugin developer at the moment. Most people wait that the Unity version become finished. I think yahwho has a very feature rich plugin for java on his server similar to what you are looking for, maybe he knows more?


    I would love if there is more activity in the java version, but I must admit that it is a little bit difficult to go back to the java version after playing the new version :saint:


    Yes this is correct MR has these features, but the plugin is not compartmentalised. I.e. MR is just one big interlinked plugin.


    Probably best to wait a few weeks as Only1Gopher is going to write one for you.

    I've been thinking about this. I understand your reasoning for a recent "buffer" (for want of a better word) to only store the most recent 50 transactions per player.


    You could use UPDATE as opposed to INSERT statements. Assign 50 rows for each user in a Statement table and then UPDATE these rows.


    Anyways just ideas. If the code is already written and Blobs are working for you - if it ain't broken don't fix it. :D

    Hi, sorry for replying in English - it' much easier for me ;)


    Just opening up a friendly dialogue; why did you choose to use a Blob (Binary Large Object) ?


    A statement would be better saved in a database in a collection of tables called something like `Statement`, `Statement_Details`, and any other tables needed for additional data depending on what you want to store.


    With this sort of schema your SQL statements can gather all sorts of information which would be unavailable to you if you use a Blob.


    For example, you could run a statement to pull up all Statement_Details that have an Amount greater than a specific number (Let's say 1 million for example).


    Sudo code: SELECT * FROM Statment_Details WHERE `Amount` > 1000000 ORDER BY `Amount` ASC


    This would find all transactions over 1 million and then list them in ascending order. Creating information out of data.

    I guess one reason why I would like to see planks as an fundamental object would be for easy identification in inventory.


    But then again maybe I'm not "playing it right" *shrugs*

    (Apologies for wall of text)


    Thanks Yaromid :)


    Jep my main concern was with the ease at which it is to make planks - like in the Java version. Which IMO is quite a fundamental part of RW. I knew that is was possible (because I've player the Java version) and thanks to Avanar I have now worked it out. (And in fact the pre-sets that red51 has added are fantastic and will greatly help advanced builders).


    I still however, feel that a plank should be a basic object. Particularly for casual gamers and the proverbial noob.


    It's very easy to loose track of what is obvious to you and not obvious to others in interface design.


    For example, my plugin on MR has a tabbed user interface, which uses scrolls to show certain information. Players press R to bring up the Realms menu and then use Left and Right Arrow keys to navigate the menu.


    To me - it's obvious. It would be - I wrote it. There are nine scrolls, one is open and the others are closed. You Right Arrow and Left Arrow to navigate the menu - opening and closing the scrolls. However, there was a significant number of players I spoke to who did not know that you could use the arrow keys (even though this was explained in the Journal and in fact was a prerequisite of joining the server (it was on a T&C screen they had to agree to to join the server) - but guess what? Not everyone reads it!). This even included players who had spent days on the server.


    If I was to do it again, I would have animated left/right arrow buttons pop up to inform the player to use the arrow keys.


    I used to build websites as a way to pay the mortgage many years ago - one thing that always surprised me was you complete a website. Where you think the navigation is intuitive. You then show the website to a friend or family member and stand behind them. Then observe how they navigate your website. It is quite an eye opener to see what you think is clear which then confuses even the tech savvy of friends.


    Understandably The Unity RW is not complete. And tutorials will undoubtedly be added. But, and this is a big but. It's a well known fact that a lot of people do not read / skip tutorials (just like 99% of us don't read the t&c when we click accept).


    I just feel that RW should have planks as an out-the-box object. Maybe in Red's progress to date this is now too late to implement.


    20190329132750_1.jpg

    I am referring to someone, who is not on the forums, is a casual gamer. Who picks up the game on Steam, tries to play the game without reading all the previous patch notes, trello board etc and then thinks "well this sucks" and then stops playing, or worse still leaves a bad game review.


    I mean do you read all the patch notes for every game you play? Maybe you do I don't know :crazy:.


    Game UX design should be "fool proof". That was the point I was trying to convey. :wacko:

    But there is no way I would know - as a noob - that that even existed.



    Edit: Don't get me wrong, now that I see it that's really powerful - love the fact you can texture scale! Just I think something needs to let noobs know that the radial menu even exists. People are lazy you know ^^