So, the first ByteHoard/e alpha is out, and is the result of quite a bit of hard graft. There are still some compatability issues, as there are with all scripts this complex, but I think it’s a good first try.
Nearly all the ‘good’ features are missing; search, registration, cross-user access, translation (although this is more a case of writing the script to generate the .pot files), and so on. However, I’ll be working on these next.
For those of you who actually read these blog entries, I’d love to hear any feedback about BH/e you have. Too complicated? Too simple? Not compatible enough? A step in the right direction? It’s nice to hear responses, since you people probably have a better idea of what you want than I do.
As I said above, translations will start shortly. This time round I’m using GNU gettext format, so I have to bodge together a script that will do both the PHP and the JavaScript collections simultaneously, and then split them up again.
Well, onwards and forwards.
The alpha release of ByteHoard/e is oh so nearly ready; all that is left is pretty much one function, the “add user” function, and possibly registration if I think it’s necessary (it probably is).
Recent changes have included the whole admin interface being added (which is also all AJAX code; I have a feeling I may regret this, but we’ll see), the addition of a user preferences page, which so far only lets you change your password, full name and so on, and a new themeing and UI redesign so that the whole thing is a lot easier to look at and use.
Screenshots of the latest version are below.
Time to announce my latest diversion from real life: RMaze. It’s a puzzle game, involving a maze (yes, really), marbles (good and bad), pits, lasers, mines, and some annoying hills and dimples. It’s based on an old game called MegaMaze that had nearly exactly the same principle, albeit without ‘good’ graphics or expandability (like an open maze file format).
It’s being developed specifically with the (my) Nokia 770 in mind (I need something to do during the more boring lectures). Thus, it runs at 800×480, and is just efficient enough to run smoothly on the 770, with its ~200mhz ARM.
It’s a Python program, and so will run anywhere Python and Pygame will. This includes PCs; I’ll be releasing both versions simultaneously.
Screenshots will follow when I get rid of some of the horrendous temporary artwork.