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#21 | |
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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Re: www.mudportal.com
Quote:
Also, the mudportal client is a desktop client as well, and features like this one are intended to entice people to congregate on the site. I'll definitely add a page where people can just chat, from phone or desktop browser. |
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#22 |
Senior Member
Join Date: Feb 2006
Location: Seattle
Posts: 361
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Re: www.mudportal.com
That's a fair point, but it seems like MP connects an order of magnitude more muds than any intermud network I know of.
OK, I'll give MP a shot as my sole client and see how it goes...I always thought I'd give up mushclient when they pried it from my cold, dead fingers ![]() |
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#23 |
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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Re: www.mudportal.com
I'd like to give this thread a quick bump.
I feel that any dev who cares about improving the user experience should take a serious look at the tools that mudportal.com offers. It's getting to be a very mature and solid, absolutely free, offering and I think more people (other than myself) should be doing more great things with it! The API documentation is growing, and the public GitHub repo is kept relatively up to date. If you are considering customizing a web client but have specific concerns or reservations, don't hesitate to share them either here or on the TMP forums. If you are a player, next time you're stuck on a computer where you don't have your favorite MUD client installed, just try your home mud through the mudportal app--I think you'll be pleasantly surprised. |
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#24 |
Member
Join Date: Sep 2011
Home MUD: Aarchon
Posts: 62
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Re: www.mudportal.com
Plamzi,
I'm planning on hopefully messing with mudportal some time in the next few weeks, but was wondering if you had any plans to add full MXP support at any point? I haven't done a lot of testing but it looks like sends work, but that color/font support is limited. -Astark Aarchon MUD |
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#25 | |
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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Re: www.mudportal.com
Quote:
There are parts of MXP that I don't think anyone uses, so I'm not shooting for "full" anything, but devs who are using the portal heavily or customizing for their playerbase will definitely drive me to eventually support everything that their particular games implement and that will make their browser client experience better. |
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#26 | |
Member
Join Date: Sep 2011
Home MUD: Aarchon
Posts: 62
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Re: www.mudportal.com
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#27 | |||
Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,052
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Re: www.mudportal.com
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#28 | |||
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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Re: www.mudportal.com
Quote:
Likewise, offering the user a way to lift any fixed width (and using easy CSS for auto-wrapping) is a few lines long, and it will provide a more consistent handling across games than if I tried to calculate the current character width (for a user-resizable window with scalable font, mind you) and then told the server about it. Seems like a huge pain for the opposite of gain. Quote:
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What I am seeing is the <TT> tag that is supposed to toggle "non-proportional font". If by that they mean "non-monospace" then, for the effect you are looking for, it seems like you would need to wrap most of your text in <TT> and then unset it for things that need to be displayed fixed-width? It seems like the inverse would be much less work. Supporting <TT> will not be a problem, as I can just pick a good non-monospace font with extensive Unicode characters and allow the server to toggle in between. Are you requesting this feature and will you help me test it? (I know that you have your own custom client so not sure how much of a focus this would be for you.) Also worth considering in this context of this discussion is that the Portal app supports HTML, so if no other client under the sun supports MXP <IMAGE> or <TT>, then you may want to tap into that for a wealth of display options, including showing actual tables, and setting any web font you can reasonably expect the user's browser to have, etc. If you want to do neat toggles instead of requesting the font again and again, just wrap it in a <STYLE> tag. There is even more flexibility available on the front end to extend functionality via the API. |
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#29 | ||||
Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,052
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Re: www.mudportal.com
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#30 | ||||
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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Re: www.mudportal.com
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At the end of the day, I feel that if a game server is relying solely on NAWS, then it's probably more interested in the game being playable in telnet terminals than on the web. Otherwise, they can easily add a few flags on their end to make all text look good in a dynamic window. Quote:
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#31 |
Member
Join Date: Sep 2011
Home MUD: Aarchon
Posts: 62
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Re: www.mudportal.com
Don't have anything to add to the above, but I'd like to say thanks for adding the font face support. Hopefully in coming weeks I can move mudportal higher up on the list of projects. Thanks!
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#32 |
Member
Join Date: Sep 2005
Name: Dave
Location: Oregon
Home MUD: Ansalon.net
Posts: 89
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Re: www.mudportal.com
plamzi, do you have the syntax for the MXP image use?
I'd like to play with that too (maps etc). Thanks! - Dave. |
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#33 |
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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Re: www.mudportal.com
Code:
<IMAGE URL=http://www.server.com/image.png> |
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#34 |
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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![]() Today, mudconnect.com is down again, and so I wanted to take this opportunity to point out what some of you may still not know, that the MUD Portal has a solid modern forum site section with active administration.
The portal was created during a turbulent period at TMC but was never meant to be a clone. Instead, I wanted to offer this community an easy way to game socially using a cloud app. I also wanted to offer admins and devs an easier way to reach new audiences. To find out more, head over to http://www.mudportal.com |
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#35 |
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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![]() The MUD Portal is even more social today than it was yesterday!
Now, you can use your existing Facebook, Google, Twitter, or GitHub account to log in. If you still don't wanna, use the new /name | /nick command in chat to give yourself a temporary nick. Or just go by "guest", we don't care! As long as you enjoy playing your favorite games socially, on a 21st Century client. P. S. FYI, Twitter auth seems to be the worst of the bunch. First, Twitter asks you for all kinds of permissions, including to post on your behalf (which the Portal site would never do). Then you're still asked to fill in a registration form because the details Twitter shares are too slim. I guess the only benefit is from then on you can use your Twitter credentials, if this is where you hang out. |
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