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Found 5 results

  1. Tanktiger

    API for Cards and Decks

    Hey Guys, i had an idea for a api to view players cards or decks and create, update or delete decks. With this API there can be build Apps or Sites to administrate the decks. Why? Its easier for the players to manage theyre decks and read about the cards when they are in the train or something else. When i am at home, i want to play and not to read, so for me its a little bit frustrating to build the decks while i could already play. What does the API need to do? First, there will be a security question. I think, every player will get a unique access key and must enter it the app (or we take the login data and do oauth, if something similiar is already developed). The following methods are needed: List Cards - GET with accesstoken - List all cards the player owns List Decks - GET with accesstoken - List all decks the player owns Update Deck - POST with accesstoken, deck ID, array of card ID's - updates a deck with the cards Create Deck - POST with accesstoken, array of card ID's - updates a deck with the cards Delete Deck - POST with accesstoken, deck ID - deletes a deck I know that the developers now have other important things to do but when the is released and they have freetime, i would love to use a API like this. I think this would be a very good Feature for Skylords Reborn
  2. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Newest updates are shown on here: http://dev.bfreborn.com <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< I know that many of you yearn for progress updates, no matter how minute, because of the hype you feel. I'm gonna try my best in this thread to do just that.Take note that this is by no way official statements, but rather sneak peaks into specific progress, which will not be included in the actual progress page. The actual progress page provides a generalization of the work that lies ahead, but doesn't go into specifics, and especially doesn't include progress on vital parts of the project, eg. Server coding, bug fixing, packet coding. @fiki574, @Lord NullPointer and occasionally @Blank has been nice enough to provide a sort of "dev log" if you will from time to time in the shout box publicly, and I will attempt to, for those of you yearning for more specific progress reports, but can't follow shout box the whole day for various reasons, summarize them in this thread. This thread will be sorted by most recent on top: time format: DD.MM.YYYY 2-1-2016 by @fiki574 12:20 •It is now possible to launch the game by pressing "Launch game" button, instead of previous custom-input command-line 'startGame' •Added ready/unready system that now actually works and doesn't crash the client (NOTE: tested on 1 player maps only) •Got rid of the crash regarding deck builder which occured in yesterday's update -- We're now even closer, only thing left to be solved is "Received a Message from a wrong Match" problem (NOTE: can be seen in the post on picture above this post). After that is solved, I think we'll be able to finally enter the map! 1-1-2016 by @fiki574 22:50 Update 1st of January 2016. 22:50: -Added custom notification system which informs you when your friend comes/goes online/offline -Fixed client crash which occured after map loading -Fixed client crash which occured after force-closure of server during the map loading- -Removed a packet that caused certain exceptions/problems in server -Updates to numerous packet structures map progress is going pretty well. Do note following things: 1) We're currently using custom-input command-line "startGame" to get the map loaded due to some problems where nothing happens after pressing "Launch game" button although that button is fully accessible. In the future, you will, of course, normally launch the map from ingame button. 2) There were certain problems occuring prior this update, which caused those upper-mentioned, fixed crashes. After this update though, there's a new error that is occuring, BUT the error is regarding player's deck, whereas previously it wouldn't even come to that point. Also, for first time in the server, packet named "JoinChatChannel" is called, which differs from "JoinChatRegion", because the first one is used while in missions/maps, while the second one is used in forge. 3) Packets are stupidly named, and make no sense to be honest, and that's confusing us, but it's not something of a big importance. If you look at 4th line from the bottom corner of upper left console window, those are the new log messages that occured after the update, whereas prior to the update the client would stop at "VisMain: ..." line and do nothing. You can also see in the server console that after "CharacterForMatchCompleteNotification" packet the "JoinChatChannel" packet is called, and that's the actual in-mission/map chat. 23-12-2015 by @fiki574 11:45 Our holy @MephistoRoss managed to get himself to actual map loading screen, where he got the crash we think we know whats causing it. So yea, when maps get done, give huge tribute mainly to Meph and Blank, I’m just here to compile their findings. (Although I did help a bit with finding crucial packet ) 7-12-2015 by @fiki574 20:12 Client seems to request certain specific values, and quite few of them to even start properly loading the map, Blank was on a good trace, but that trace faded out when going further into reversing. We have to take a deeper look. you’ll know everything on time, as usual 7-12-2015 by @fiki574 20:01 not an update, but more of an insight: Blank did some reversing, I did some testing, no luck with maps yet, but they behave quite weird to be honest from what we have seen so far, stand by for more future-soonish info/updates 1-12-2015 21:10 @fiki574 Small step has been made regarding maps! You will know everything on time, but for now know that we/I are/am slowly figuring out how things work Also completed all of my exams in this year, so have a full month of free time, which means more updates 21-11-2015 13:40 @fiki574 Fixed a problem with friend/ignore list - some bugs may still occur, however one crucial should've been fixed, I tested it locally and it appears fixed Fixed a client crash during the character creation regarding non-existing deck Fixed a problem which was causing disconnection immediately after the character creation Fixed an occurence where friend list was using ignore list player count Fixed a problem where character would be double assigned to an account after the creation 14-10-2015 12:40 @Fiki574 @Blank @Lord NullPointer Updates from 30th of September to 14th of October (compilation includes Lord's, Blank's and mine updates): Added partial name search feature when searching for players Added Gold cost to upgrades Added a check that prevents sending Gold through mail, as it is now untradeable currency Added a check that prevents sending a Mail to a player that is ignoring you Added AFK, DND and LFG player states Added possibility to add players from your friends list directly to ignore list and vice-versa Added proper deck level assigning/calculation Added all map IDs to the server (and yes, this means that work on maps has began) Added base code for game session Fixed crash when player whispers offline person Fixed duplicate session/character bug, which caused certain CPU and stability problems, which are now fixed Fixed occurence where you'd get an unwanted message on a wrong place, specifically regarding player info packet Fixed problem where your BFP amount would not get deduced immediately after buying a product from store FIxed numerous crashes which occured on certain packet handling/exceptions Fixed a problem where mail receiver would not get message notification about receiving a mail Fixed occurence where card ID would appear negative Fixed a problem where some cards couldn't be obtained through boosters, even though they should've been obtainable Fixed most problems/bugs regarding auction, show deck and trade systems So yea, this is a very bare compilation of our updates from starting of the Alpha to this point. Needless to say, there is at least 3 times as much fixes/changes/updates/whatever than the upper list, but there's really no point in posting those, as you only need to know about upper ones. 3-10-2015 4:16 @Lord NullPointer Update: Fixed !admins, Added Auction+ Mail Cap, Boosters showing upgrades bug fixed, Auction sorting, Removing Charges doesn't return Cards to inventory fixed, Returning upgrade when removing functioning properly. 27-9-2015 @Lord NullPointer 12:31 UPDATE: Whispering is now implemented. Groups is partially implemented (Working on this). Group chat is the last thing to finish to complete the chat system Ithink. But first need groups to work for that. 26-9-2015 @Blank 22:17 Great news for Mac and Linux users. BF works on Linus and Mac through use of the wine/crossover app. https://gyazo.com/6b37837ae25f3bdafddcaa5e8d2dfbfa 26.9.2015 21:51 @Lord NullPointer Update: Chat issue is resolved and fully implemented public chats(so public chat channels like trade/global etc). This was the main issue for Alpha ;] Tomorrow I'll implement Whispering. Alpha should be ready as soon as Whispering and group chat is implemented. 19-9-2015 @fiki574 1:28 UPDATE: Added a check to mail sending packet that checks if message length is bigger than 256 characters and disallows the sending if it is (this should be removed in future, and should allow bigger messages) | Fixed an issue where you could have a player in both friend and ignore list | Fixed problem where GameMasters could kick themselves, even though self-kicking is not allowed Hiroo: I would like to know if upgrading a card raise the tutorialdecklevel. Can you answer that currently? Fiki:yes it can raise the deck level, however the deck level saving is not implemented yet, meaning no matter how much you upgrade the cards, the deck level is always 0 due to current purpose limitation deck level calculation is present, deck level loading is present, BUT deck level SAVING IS NOT 18-9-2015 @fiki574 19:04 Update: Deck saving/loading/deleting is now flawless- that bug that caused ‘Failed to rename/delete deck!(seen on Hawk Stream) is fixed -Tutorial deck works(un-editable, non-renamable) In the alpha, you will own tutorial cards in your collection, in the beta, this is still being discussed. 17-9-2015 15:27@ Lord NullPointer Update: Auction house fully functional just some cleanup required.( Buying, bidding, canceling, timer coded) 17-9-2015 @Lord NullPointer UPDATE: Both bid and buyout system working in auction. only thing left is reducing the timer of each auction. 16-9-2015 16:34 @Lord NullPointer Last issue with trade(Card duplicates showing different ids(see below)) fixed. Trade is all done. 16-9-2015 15:36 @fiki574 Last mail bug fixed. Mail system is now completely operational. 15-9-2015 11:47 @Lord NullPointer UPDATE: You can now both create auctions as well as find them in Item Search. All filters work, All ordering works. (bid/buyout doesnt work yet). Also implemented watch list. which means you can however watch auctions. 15.9.2015 1:16 @Lord NullPointer Update: Aunctions can now be created, however still need to apply some validation. Also discovered sorting variables when searching for auctions. 13-9-2015 12:07 @Lord NullPointer Update: Discovered pattern in where duplicated cards when given( for trade cards/mail cards/aunction cards) gave other ids. This caused us to not be able to add the same cards when you have duplicates, which was possibly only issue with trade(read: trade possibly fully done) 13-9-2015 3:16 @Lord NullPointer Update: Discovered some variable uses for the store page, which allows us to give back certain products with certain prices. 12-9-2015 16:49 @fiki574 Update: - Added bare code for ranking system(which now prevents client hangings.) -still not functional as you can not really play any maps, stats and overall rankings are useless until beta. possibly fixed a rare bug in booster opening fixed occurrences where character/account would not get their isOnline/InUse values reset to 0( character/account would be shown as not online and therefore could log into account from multiple clients) Minor updates to mail system. 12-9-2015 1:41 @Lord NullPointer Update: Trade is effectively functional(except for cards, some issues with certain scenarios need to be fixed.) 11-9-2015 11:51 @Lord NullPointer Update: Both Requests/Show deck are now fully functional. 10-9-2015 17:46 @fiki574 UPDATE: Fixed exception when entering the forge with your newly created character | Updated mail sending and retrieving packets - more efficiency | Updated character creating packet - fixed a problem which would leave you hanging, without your initial cards & deck creation/saving in DB, and eventually disconnect you from server 9-9-2015 22:25 @fiki574 UPDATE: Server now can retreive/send packets with size greater than 2048 bytes (was initial limitation, is not anymore thanks to @Blank) | Rewroter ALL packets which now actually use present structure files - took me 3 hours to do this... | Fixed searching for players - now finally works as intended (shout out to @Lord NullPointer for indirect involvment) | 1 Gold now actually gets taken away when sending a mail 8-9-2015 23:10 @ Lord NullPointer Trade everything works except completion(accepting trade doesn't do anything) This means: Add/removing cards and boosters possible Adding/removing BFP Both players see changes Plan for tomorrow is to finish show/request deck(deck tracking) 8-9-2015 at 1:45@Lord NullPointer Update: Can now request/show deck to players( need to implement deck tracking) 7-9- 2015 at 18:49 pm @Lord NullPointer Update Buying upgrades now actually reduces tokens 7-9-2015 @ MrXLink All pure fire cards’ upgrade, ability cost information collected. 7-9-2015 15:36 @ fiki574 UPDATE: Referals saving system is now implemented! Make sure you write your Ultrakool’s name to help him out with gaining "possible future rewards". 7-9-2015 12:02 @Lord NullPointer Update:Discovered how to tell client if player is loading/online etc. This allows further development in requesting deck/trading etc. Tomorrow work will start on actual trading(requesting trade, accepting, putting cards into trade) 6-9-2015 22:01 @fiki 574 UPDATE: Added characters' statisticts table to our database | Added character's statisticts enumeration - used in "GetCharacterStatistic" packet, only lacks saving/loading of completed maps on certain difficulty, will be implemented later when needed and possible | Added insertion of a row to statisticts table when creating a character | Updated "GetCharacterStatistic" packet - now reading correct values from database table | Updated chat channels code in non-coding words: that profile page where you see your ingame stats is currently somewhat functional and reading values properly. the chat channel update is nothing big, im still understanding how chat system works, ran into some problems 6-9-2015 at 20:46@Insanehawk said on TeamSpeak the number of players in the alpha will rise, from 20 to30 to 40 , to 50 and 60 and so on to 200. The total number of players is 200. The beta will start once we reach 200 players in the alpha. 6-9-2015 at 15:32 @fiki574 Update: Updated search player feature- now properly retrieves info for existing characters, however if invalid character is detected, client just drops the connection| Updated friend/ignore list adding/removing- small bug fix which would fail to display newly added friends/ignores| Updated mail sending packet- small change to passing the GMs name when sending official mails| Found out most of the structure for “GetCharacterStatistic packet- now only needs proper database saving 5-9-2015 at 20:22 @ MrXLink card list completed, hopefully no more corrupt collections and all 540 cards in the game( in allbfcards hosted locally) 5-9-2015 16:43 by @fiki574 Added possible fix to bug encountered on stream( duplicate player in player list). Minor changes to session code. 5-9-2015 BFR Stream 21.21 mins by @Insanehawk 20 players will be selected to participate in the closed technical alpha. @Mr X-Link Current estimations for server cost is 40 euros/month 2-9-2015 16:33@fiki574 Finally fixed mail system. Reading, deleting and sending mails work properly now. Sending more than one cards will cause UI/client bug that will only show the first one. However, 2 cards are still successfully attached to the mail. Added proper booster sending through mail. Deck(level) saving, deck cloning, saving, deleting completely done Minor improvements to existing packets/structures. 1-9-2015 17:39 @fiki574 Gamemaster commands added Player commands-!pop(server population info) and !admins(server admins online) game starting packets updated Updated “GetTotalPlayerOnlineCount” packet- fixed occurrence which would cause an unwanted exception. 1-9-2015 12:14 @fiki574 Updated deck saving/deleting/renaming- everything except cloning should work properly now updated booster pack opening with new proposed ratios Updated game creating and starting packets tutorial map being worked on. 31-8-2015 16:18 pm @fiki574 Update: Added “StartCustomGame” packet(used for loading/playing maps, as well as for tut maps) -added tutorial deck creation(with corresponding cards) on character creation -fixed tutorial deck problems, added checks if player tries to edit/rename/delete the Tutorial deck. Tutorial deck is recognized as a normal collection deck. Even if the deck is changed, upon relog it will reset. bug fixed that caused deck system malfunction removed hardcoded decks cards adding. 30-8-2015 18:20 @fiki574 - Trying to hardcode tutorial deck, not much luck. -Deck saving fixed -Updated deck deleting/renaming:added a check that will prevent game hanging and instead will send message “ Failed to rename/delete deck!” since something goes wrong in client/server -Updated booster opening - fixed occurrence where you would get a promo card when you should not. Booster opening was tested 29.8.2015 19:49 @fiki574 UPDATE: Sending/retrieving cards through mail is now functional (though, there appears to be an User Interface bug on client-side which only shows the image of the 1st card that is being send even though you're sending 2 or more cards, but nevertheless you retrieve them all at the end). There is now only 1 bug left to fix to have a properly working mail system, and that bug is crucial because it resets mails that you have read back to unread/new, but should be fixable. 28-8-2015 19:03 @ fiki574 Reversing is mostly done, as Blank made a nice little program that dumped all packet structures 28-8-2015 19:10 @fiki574 Update: It’s now possible to attain promo cards from boosters(whereas from yesterday’s update was not)! Now focusing on creating custom command system and finishing the chat system. 27-8-2015 at 8:46 PM by @fiki574 New proposed Booster ratio is now live, working as intended 25-8-2015 at 10:08 and 11:00pm@fiki574 Update: Fully finished mute and kick GameMaster features(working as intended)| Several packet updates- ridden of unneeded code- certain checks that were performed twice in different parks of server needed code- checks that were needed but not present. 23.8.2015 at 18:06 @fiki574 Update: Mute and kick GameMaster/Administrator features are here. Rule-breakers, be afraid! Next feature to finish: Chat system 22.08.2015 @Blank http://allcards.bfreborn.com/ and http://wiki.bfreborn.com/ are now hosted on the new web server. 20.08.2015 at 18:33 @fiki574 fiki574 18:33 UPDATE: Reversed over 90 social packets! Found the arguments that are needed to be passed in order for a feature to work. 19 packets are yet unreversed due to complexity and confussion it causes in me. Later today or tomorrow I'm gonna reverse over 100 packet arguments for "ActionHandler", "AuctionHandler", "ChatHandler", "CharacterHandler" and "LoginHandler", and possibly finish partially done packets that can be found in mentioned handlers. fiki574 18:33 and of course, when the reversal is done, the full implementation begins fiki574 18:35 basically, i figured out how most of the social packets should work fiki574 18:35 excluding auction packets, which are yet to be reversed fiki574 18:52 and in non-C# language -> basically, i found out how to make most of the social features to work 19.08.2015 23:59 @fiki574 Update: More changes, updates and fixes to mail system! Sending a booster through a mail with the body text "SendBooster" fully functional. This is a new feature. 16.8.2015 17:40 @Blank Fully updated to latest version, everything previously working in last version is working in latest version | As always, if anyone has information of further dev sneak peaks, or ones that I might have missed, simply post here, and I will add it to the list. This list is far from complete,I'm sure I'm still missing some, which I will add more later on. 25.7.2015 12:19 @fiki574 Deleting and renaming decks is now fully functional. Discovered that deck cloning/duplicating is causing some weird issues. seems like deck cloning does not have separate packet, it uses "SaveDeckForCharacter" in another way Date: 20.7 2015 @fiki574 some fixes and minor performance improvements done. Date:19.7.2015 @fiki574 * Added code for unfinished packets: "DisbandLimitedPool" and "ActivateScratchCardForCharacter" || Updated "GetCharacterStatistic" - fixed a misstype, re-enabled commented code || Added packets: "SetAvatar", "GetTotalPlayerOnlineCount" and "IsReportPlayerEnabled" || Numerous updates to several packets - re-ordered some things, let's say it's more efficient now. Pve is almost entirely client sided, while pvp is server sided. Mailing done. 18. 7. 2015 @fiki574 report player packet & database structure implemented, make sure to report those ingame rule breakers @Blank is undercover for Interpol Trade System is complex, will need a lot of time and extra hands to think about starting(read: not started) fixed a bug with friend/ignore list that would make friended/ignored character always online Friend/ignore list bug-fixing mostly done Date: 16.7.15 @fiki574 Friends/ignore list done Date: 15.7.2015 @Blank The backend of the core(read: server backend) is almost at the point where it should be to continue building. Implementing chat will be a lot of work, however req/show deck should be rather easy. Fiki574 almost fully implemented mailing. Update: More changes, updates and fixes to mail system! Sending a booster through a mail with the body text "SendBooster" fully functional. This is a new feature.
  3. IceKin

    Translation project

    Hi everybody From what I remember, translations are a client-side option so devs will eventually work on this as last feature. I think community could do this job easly so translations could come little after the client lauch. So, can devs set up a platform to translate in-game text?
  4. Guardian

    General Suggestions IMO

    I made this assuming there wasn't one like this already though I'm sure there is but I bet it's been buried under other posts! Regardless I do have a few ideas and maybe questions: How much in terms of design in the cards/monsters is going to change? I understand you don't know much about the Copy rights in particular but I personally enjoyed the look of the monsters. Would be a shame for change. One main suggestion is to see about expanding the game, I know your a small team but it would be cool to have maybe 24 player maps. A lot more chaotic, don't even need to make a new map could just combine them. I would love to see a system that can support basic offline play. Especially now being my internets been acting up! XD And of course be welcome to post your own opinions as well! If this is to redudent I'm fine with deleting it. - The Guardian, looking forward to the Beta.
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