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Actually isn't in our plans to implement this.
"we're not making a Habbo client 1:1 clone."I have to say I'm disappointed with the project already. All you're doing is picking and choosing the graphics used from the Habbo client. You're not emulating it correctly, you're not using a pre-made server to slow down the work required, and you're half-arsing the features (eg, not implementing furniture animations).
I don't see how in any way this can be considered an "emulated" Habbo if you're not even at least keeping it your project on par with the official Habbo appearance.
I don't think it is fair to tell them how to develop their client; just because they're not interested in replicating Habbo like literally every other boring project out there does not make it half arsed. There are much more important things to get stable than the animations in the catalog and to even look into high level functionality while ignoring the low level development is purely ignorant.I have to say I'm disappointed with the project already. All you're doing is picking and choosing the graphics used from the Habbo client. You're not emulating it correctly, you're not using a pre-made server to slow down the work required, and you're half-arsing the features (eg, not implementing furniture animations).
I don't see how in any way this can be considered an "emulated" Habbo if you're not even at least keeping it your project on par with the official Habbo appearance.
I disagree with this and think it would make much more sense to keep the stack simple and not spread across multiple languages. The client is in JS (Vue, etc so essentially Node webpacked to regular JS), the server in Java and now adding PHP for the most basic part? I see no reason why you couldn't build out the CMS using Vue as a SPA and add another layer of communication with the server either RESTful, using GraphQL or even on top of the current TCP system.I'm happy to say that we picked Laravel as our PHP Framework for the future CMS of the game.
It's only partially artificially slower: there's already a preloader for assets, but because the game doesn't already have many images to load, the loading actually is used for measuring if the connection with the server is stable (or I crash the game during the loading).Remove the loading screen if you are going to make it artificially slower.
"we're not making a Habbo client 1:1 clone."
I've said multiple times that isn't my target to make a simple Habbo emulation: I'm making a "new" game really similar to Habbo (because of graphics and base concepts) but that has his own identity.
Making an Habbo-like game in HTML5 is an opportunity to renew the game, so I don't want to waste it by simply sticking to what Habbo did, this is *my own vision* of how Habbo should be.
The Messenger and Catalogue are the first advice about the fact that I'm taking my own creative choices, also about the GUI.
I want to point out that I'm able to make a 1:1 actual Habbo GUI replica, but I don't want to do it, because I think it's a crappy piece of graphics, child of a game that lost his road, many years ago.
Inviato dal mio SM-G950F utilizzando Tapatalk
Have you considered using placeholder boxes?
Is the source code available on Github?