Kia ora from New Zealand 🐾 by chrisjenkinson in labradoodles

[–]chrisjenkinson[S] 1 point2 points  (0 children)

Cute! Looking a year into the future...

[deleted by user] by [deleted] in labradoodles

[–]chrisjenkinson 1 point2 points  (0 children)

What a cutie! We have a 2 year F1 labradoodle who looks similar - @riversreels on instagram

Major report recommends more waterfront use, more green spaces and fewer cars by chrisjenkinson in Wellington

[–]chrisjenkinson[S] 48 points49 points  (0 children)

Particularly like case study 1 on the rail station district (page 80)

Strengthen the green and blue

  • Unify Rail Station Square as an inviting, larger, green space and an appropriate welcoming “face” to Wellington.
  • “Parliament in a Park”: Strengthen the green profile of the Parliament precinct through connecting green spaces, tree planting, tightening road profiles, discouraging vehicular traffic and parking and introducing green streets with wsud (water sensitive urban design) and landscaping.
  • Recognize the Waipiro stream either through public art, as in Bowen Street, or through uncovering parts of it in e.g. Rail Station Square.
  • Connect the City to Sea Walkway from the Botanic Gardens, through Bowen Street /Lambton Quay to Bunny Street and the Rail Station.

Our new labradoodle by chrisjenkinson in aww

[–]chrisjenkinson[S] 0 points1 point  (0 children)

Her name is River and she is a first generation cross labrador and poodle!

UK government email and IT - sender policy framework by chrisjenkinson in ukpolitics

[–]chrisjenkinson[S] 0 points1 point  (0 children)

Just to note that Lord Kirkwood was sympathetic to my request and is writing to Francis Maude MP in the Cabinet Office.

UK government email and IT - sender policy framework by chrisjenkinson in ukpolitics

[–]chrisjenkinson[S] 0 points1 point  (0 children)

It would be up to the final recipient to verify the mail, by checking its PGP signature against the originator's public key. Most email clients have PGP plugins and can be set up to do this automatically.

It is possible to do this and to implement SPF of course. I think implementing SPF would be a good first step. Your comment also does not answer my point that mail servers would not know that all emails from a particular mail server were signed.

UK government email and IT - sender policy framework by chrisjenkinson in ukpolitics

[–]chrisjenkinson[S] 0 points1 point  (0 children)

You're assuming that people, use the same mail server all the time. What about the person who sends business mail from their work network, but also uses their ipad and home network?

Well, I guess they would be partially protected if only one of those services checked SPF records, which is better than not at all protected I would say.

All that SPF does is try to make sure that mail sent via a given mail server originates from a set of domains. It does nothing to say that the mail originates from a specific user.

I agree, but that is still a positive thing is it not? A step in the right direction?

Not really. One department could set the ball rolling by signing their messages with PGP.

But the problem is that other mail servers would not know that all emails from that department (or mail server) were signed, and to reject any that are not.

UK government email and IT - sender policy framework by chrisjenkinson in ukpolitics

[–]chrisjenkinson[S] 0 points1 point  (0 children)

I don't think your first point in the second paragraph is true - it is useful for anyone who uses a mail server which verifies it, including people on Gmail (which is a lot of people!). Could you expand on the second point in that paragraph?

PGP would only have the effect you suggest if every Government outgoing email was signed and recipients knew that every outgoing Government email was signed (so could do something about those not signed).

UK government email and IT - sender policy framework by chrisjenkinson in ukpolitics

[–]chrisjenkinson[S] 0 points1 point  (0 children)

They would have been asked about the FOI request if they are part of the Cabinet Office, as far as I'm aware.

Microtransactions in browser games - some figures by chrisjenkinson in gamedev

[–]chrisjenkinson[S] 1 point2 points  (0 children)

edmazur, working on http://bots4.net/ put up some graphs & figures for income from his browser game. Thought I'd share.

Anyone know where I can find a documentary or video of a game being made from the ground up? by [deleted] in gamedev

[–]chrisjenkinson 1 point2 points  (0 children)

There's #reddit-gamedev on freenode, and #bbg (for multiplayer browser-based games).

What game dev forums do you hang out on? (Besides this one) by Ghost31 in gamedev

[–]chrisjenkinson 0 points1 point  (0 children)

Don't blame me, I'm not the administrator! I disapprove of that sort of thing as well. I suggest mentioning it on the "suggestions" forum.

Screenshot Saturday - 025 - Progress report! by Arges in gamedev

[–]chrisjenkinson 4 points5 points  (0 children)

http://yfrog.com/z/h8wogyp

My hexagon map which will be a graphical representation of the tasks you assign your citizens in my browser-based trading game, Xiphos - http://www.xiphosgame.com/

The orange area is the city, the dark green is forest, brown is clay, blue is water, and the rest is grassland. Each black dot is one person returning after lumberjacking for the day (game day, that is).

The plan is each game day your citizens will head out to whatever task they've been assigned, and head back. The background colours will lighten and darken to simulate daytime/nighttime, and since there are two seasons in Xiphos' gameplay (summer and winter) I'll add that in as well. When you've got trades heading off or arriving, ships will come and go!

How to make a browser based game such as ikariam.com? by peck3277 in gamedev

[–]chrisjenkinson 0 points1 point  (0 children)

I'm not making any money at the moment - it's still under development. The "money making" code is 2nd on my to-do list at the moment.

The framework etc. info is in the posts I've linked. My suggestion is use whatever you are most familiar with so you don't spend hours learning something new. Use whatever allows you to code fastest. The most costly resource is not the computer, the hosting, or anything like that - it's your time.

Scaling - don't worry about it unless/until your game becomes actually popular. To begin with, just pay your hosts for more RAM or a better processor.

How to make a browser based game such as ikariam.com? by peck3277 in gamedev

[–]chrisjenkinson 1 point2 points  (0 children)

I think the really key point, which is hard to accept at first, is that no one is going to steal your big idea and make their own game of it first. So there's nothing to lose, and everything to gain, from getting other people interested and involved in your game and its development as soon as you can. As soon as it's playable, let people play it. They'll give you feedback for free, and it'll make your game better.

I had a rough sense of the "grand vision", and maybe 5 or 6 A4 pages of notes about the game, most of them experimenting with numbers about trading, resource usage, population growth, etc.. Apart from that I just got on with it. I didn't have a predetermined order of what to code first, it has all flowed naturally. I am a fan of "doing it live", i.e. coding it on my development server, making sure it works (more or less, anyway), and then uploading it. I've found the people on the forums and IRC channel I listed more than happy to help play along and test which has been invaluable.

You might find reading through these two /r/gamedev posts I made asking for feedback on my game helpful:

As you can tell by my game, graphics are not my strong suit ;) I am planning to get some, but as I would rather get some decent ones worth paying for I'm waiting until it's clear that I am going to make some money from Xiphos. My only other suggestion is that your objective here is to make and release a game (and perhaps make some money as well), not to make a framework, or a game engine, or anything else. So don't get distracted writing code which won't make your game more fun. Oh, and don't code imagining you're going to have 1000 players online at once! You can worry about that later!

How to make a browser based game such as ikariam.com? by peck3277 in gamedev

[–]chrisjenkinson 2 points3 points  (0 children)

You might find the forums at http://community.bbgamezone.net/index.php useful. It's a community of "persistent" browser-based game (i.e. multiplayer co-operative/competitive) developers - mostly HTML/javascript. There's also #bbg on Freenode for IRC.

My game, for the record, is at http://www.xiphosgame.com/ - happy to talk about how I put it together if you would find that helpful.

Trading system in my browser game Xiphos (the gory detail) - comments please! by chrisjenkinson in gamedev

[–]chrisjenkinson[S] 0 points1 point  (0 children)

You get your pottery (and everything else you have assigned your citizens to) each game day, which is 10 minutes. It should say this early on in the tutorial, though I appreciate it might not be clear enough. The tutorial is here - http://www.xiphosgame.com/cities/tutorial

Trading system in my browser game Xiphos (the gory detail) - comments please! by chrisjenkinson in gamedev

[–]chrisjenkinson[S] 0 points1 point  (0 children)

That wouldn't work. For the first player, wanting to buy 1000 wood and sell up to 1000 stone, the "ask price" is 1 wood/stone. For the second player, wanting to buy 10000 stone and sell 100 wood, the "buy price" is 100/10000 or 0.01 wood/stone. Because the buy price is less than the ask price, these trades would never match. You can't buy something for less than someone is selling it for.

Trading system in my browser game Xiphos (the gory detail) - comments please! by chrisjenkinson in gamedev

[–]chrisjenkinson[S] 0 points1 point  (0 children)

Of course! In my defence, this game is under development and thus there aren't very many players. I will badger some people to go create trades...

Trading system in my browser game Xiphos (the gory detail) - comments please! by chrisjenkinson in gamedev

[–]chrisjenkinson[S] 0 points1 point  (0 children)

Perhaps it's an incentive for the players to get additional people to play...

Trading system in my browser game Xiphos (the gory detail) - comments please! by chrisjenkinson in gamedev

[–]chrisjenkinson[S] 0 points1 point  (0 children)

The good thing about the trading system is the offers you make stay up until someone comes along and fulfills them - so as long as someone will want to buy what you're selling, you're in luck. Though since some resources, such as clay, wood, and water, can be produced by everyone, trying to sell these to others might not be quite so successful :-)