ClickQuest - Defeated

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Fugiman
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ClickQuest - Defeated

Postby Fugiman » 22 Aug 2010, 20:33

FYI, I got busy with school and minecraft, so this game is rather unsupported and derpy. As somebody (Pangolin) has already reached 100, I consider it concluded. Thanks to everybody who supported the project, I'll release the source code on christmas if you wish to mess with it. :)
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http://code.google.com/p/clickquest/
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Links:
The Game

Version 1.1.0
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Zomg, it is finally out. While some features got pushed back to get it out faster, it now sports the ability to not kill servers. Almost everything from 1.0 is back (save the stats page, which will be back soon).

Contact
Please don't pester Alex. I made it, its my fault it is broken. My twitter is Fugiman, and I check it often. If you need something lengthier, my email is [email protected] . I try to be as available as possible, so feel free to contact me for anything.

Patch Notes
WARNING: These are changeable at ANY time. I guarantee NOTHING. These are purely to let you know what I am thinking of considering of putting in the game, and a relative scale of when it may occur. Assume nothing.

1.1
Better Server
- moved from clickquest.x10.mx to clickquest.net
Better login system
- confirmation before new account is created
- case-insensitive
- encrypted passwords
Redesigned UI
- Pure AJAX, no more refreshing required
Database changed from SQLite to MySQL
Now monitors online/offline
- 2 minute

1.1.1
Statistics Page
Better login system
- More documentation on screen (FAQ, Basic Info, etc)

1.1.2
Achievements
Redesigned UI
- In-line Admin functions (no more seperate pages)
Revamped Server-Client interaction
- API allows for remote applications through OAuth

1.2
Added color distinctions and functionality
- ex: extra clicks for green, steal clicks for red, etc
- dual classing, etc
Clan Support
- Parties?
Boss fights?

1.3
PVP
- Dark vs Light?
- Armor? Weapons? Items?
Private Servers
Desert Bus Version

1.4
microtransactions
Last edited by Fugiman on 25 Dec 2010, 16:24, edited 6 times in total.
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empath
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Re: ClickQuest

Postby empath » 22 Aug 2010, 21:48

What you're forgetting?


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That you are AWESOME; thank you!
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Alex Steacy
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Re: ClickQuest

Postby Alex Steacy » 23 Aug 2010, 01:04

So fantastic. So utterly fantastic.
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Re: ClickQuest

Postby Evil Jim » 23 Aug 2010, 01:31

Wait, Alex, did you make your own version or were you linking to this one in your Twitter the other day?
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Re: ClickQuest

Postby I X » 23 Aug 2010, 01:46

He was linking to this one. I remember because when it crashed the X10 hosting server he was asking for advice on the other.
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Fugiman
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Re: ClickQuest

Postby Fugiman » 23 Aug 2010, 03:34

It isn't really crashing x10 due to bandwidth (I think). Each request is actually rather small. It is either due to database locking (most of the time) or "high system resource usage" which I presume means too many processes. I uploaded a tool to try and automatically fix 500 errors (http://clickquest.x10.mx/no-journal.php) that people SHOULD get a link to in the event of a 500 error (500 error = Database lock, mostly).

Unfortunately, as I've stated, until I re-write it there is no way to prevent the crashes. I just built it wrong the first time due to an incorrect assumption as to user load. WHY DO YOU PEOPLE LIKE THIS "GAME"?!?
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Re: ClickQuest

Postby Danzama » 23 Aug 2010, 03:50

This ise made of win! is the chat a live chat?
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Re: ClickQuest

Postby Master Gunner » 23 Aug 2010, 04:10

Fugiman wrote:Unfortunately, as I've stated, until I re-write it there is no way to prevent the crashes. I just built it wrong the first time due to an incorrect assumption as to user load. WHY DO YOU PEOPLE LIKE THIS "GAME"?!?


I'm a software engineer, so long as my mouse and keyboard are clicking away, people think I'm working.
TheRocket wrote:Apparently the crotch area could not contain the badonkadonk area.
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Re: ClickQuest

Postby Master Gunner » 23 Aug 2010, 07:33

It appears to be down, again.
TheRocket wrote:Apparently the crotch area could not contain the badonkadonk area.
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Re: ClickQuest

Postby LoNinjaSword » 23 Aug 2010, 07:43

Yeah, I may have just crashed the server by introducing about 10 people from my school to it. On a plus side, at least a lot of people know about it now. Soon you'll be able to make a fortune off merchandise.
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Re: ClickQuest

Postby tamaness » 23 Aug 2010, 08:13

A couple of thoughts:

What kind of services does the back-end server need to have in order to run ClickQuest properly? PHP? MySQL? Perl? I may be able to find something that'll work, but I think paid hosting may be necessary to host this game... after resource usage issues have been worked out.

Are you in any opposition to open-sourcing the game? This may be a pretty good candidate for "many eyes make all bugs shallow."

Storing passwords as hashes instead of plaintext is a fix that will need to be implemented, as well. Thank you for the warning, though.
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Re: ClickQuest

Postby Fugiman » 23 Aug 2010, 08:29

@madAlric Currently it only needs PHP. I'm using SQLite for the database...which causes half the problems. 1.1 will convert to another database type, most likely MySQL. Alex called this a beta, it is really more like a pre-Alpha. Passwords will definitely be hashed, and I am seriously considering making it open source. However, at its current state I would just be ashamed :P

As to paid hosting, I am considering many options. For now I plan on keeping it on x10 after 1.1 just to see if it works out. I would hate to impose on someone for hosting :/

Essentially I am just trying to keep it limping along until I can get 1.1 running. Unfortunately, the crash today was a suspension, so I had to manually fix it. I think every other error is now more/less automated.
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Re: ClickQuest

Postby tamaness » 23 Aug 2010, 09:01

Will the current player database carry over to 1.1?
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Re: ClickQuest

Postby Lyinginbedmon » 23 Aug 2010, 09:09

I can't feel my index fingers.
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Re: ClickQuest

Postby tamaness » 23 Aug 2010, 10:12

CLICKQUEST BUILD 2.942 patch 1.221.3 rev 16bLogout

Fatal error: Call to a member function isDefault() on a non-object in /home/fugiman/public_html/index.php on line 46
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Re: ClickQuest

Postby Fugiman » 23 Aug 2010, 10:28

-Yes, the current database will be transferable.
-Sorry lyinginbedmon, it happens :P
-I really can't go hunt down what caused that. It shouldn't stop anything... Just wait until 1.1?
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Re: ClickQuest

Postby tamaness » 23 Aug 2010, 13:01

does the script update the server for every click? you might want the browser to keep a total, and report every 500 MS.
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Re: ClickQuest

Postby Master Gunner » 23 Aug 2010, 13:21

For a game like this, you could even settle for it reporting every few seconds, and only if the total is changed. That probably drastically cut down on server usage, and prevent people from breaking it using click-bots.
TheRocket wrote:Apparently the crotch area could not contain the badonkadonk area.
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Re: ClickQuest

Postby Fugiman » 23 Aug 2010, 13:59

current idea is a resync timer set at ~15 seconds, merged with the chat timer. That way both the chat and updates will happen in one request.
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Re: ClickQuest

Postby davefp » 23 Aug 2010, 14:02

Master Gunner wrote:For a game like this, you could even settle for it reporting every few seconds, and only if the total is changed. That probably drastically cut down on server usage, and prevent people from breaking it using click-bots.


That's what my version does.

Also, it's hosted on App Engine which means that it's super robust. The only thing that might go wrong is if i blow through the daily free quota.

It's interesting to compare the two implementations: Mine is more stable, but fugiman's is closer to the 'original' from the video. His also has way more users than mine :)
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Re: ClickQuest

Postby Danzama » 23 Aug 2010, 14:03

you two should tem up and make an ultra-clickquest
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Re: ClickQuest

Postby Fugiman » 23 Aug 2010, 14:09

*sigh* Stability will be fixed in 1.1, I've been re-thinking everything all weekend. I never designed it to be heavily used and hacked things together, etc etc.
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Re: ClickQuest

Postby Danzama » 23 Aug 2010, 15:35

I AM THE ORANGE ALPHA TESTER!

That is all.
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Re: ClickQuest

Postby tamaness » 23 Aug 2010, 23:29

Can I request colors by hex code?
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Re: ClickQuest

Postby Fugiman » 24 Aug 2010, 03:52

For now: Yes. However, colors may be added, removed or modified with the release of 1.1 and then locked.

Also, I need a name and hex codes for normal, dark, and light versions of each color you want.
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