A preserved archive of the Logical Gamers community forums, 2009-2025. The original threads and posts, served read-only. Registration, posting and private messages are gone for good.

Towns 2.0 Thread

1.6k views · started by 323 ·
#1
Towns 2.0 Thread
Ripped this out of the Chatterbox on Gaia right before it got deleted. I'll be adding to it and stuff, and re-writing it in my own words.

Towns 2.0


1.) They will have imp-like monsters. (Note: These will be in the normal world, not just parachute) This is what they look like:

2.) Towns 2 will have some features available on iPhone (This might only be for the devs, I don't know.) Here you can see different menus like "Add a friend" and "Room number" for joining a room:

3.) Towns 2 has friend requests enabled again. This means that they found a new GSI ID to use for friend requests, or found some more secure way.

4.) They utilize the "Collision Detection Kit" or "CDK" made by Corey Oneil, a Software Developer for Zynga. You can find it here, it's open source.

5.) They utilize AFCOMPONENTS, or "Advanced Flash Components". You can find their website here.

6.) They have adobe components for JSON serializing, for JPEG encoding (The "Photo" button at the bottom of the towns page), for MD5 encrypting (Login or something?), and for IntUtil (Interger utilities? lol I have no idea)

7.) As you can see by the snippet of code below, they either just took the chat functions from zOMG, or they have plans of allowing clans and such in Towns 2.0

public function ChatBubble()
{
this.size = new Point(0, 0)
this.bubbles = new Array()
this.bubbleContainer = new Sprite()
this.hitArea = null;
this.mouseEnabled = false;
this.mouseChildren = false;
colorsMap["room"] = 3355443;
colorsMap["area"] = 16744319;
colorsMap["team"] = 8355839;
colorsMap["whisper"] = 16744447;
colorsMap["clan"] = 16711680;
return;
}// end function


8.) As you can see from the snippet of code below, they plan on keeping the same GSI URLs, which shows that they haven't changed from GSI or any of that, if anything they just added a few more GSI IDs. I'll do a scan of the entire GSI and compare it to my scan from ~2 months ago, and anything that shows up now that didn't show up before I can assume is new and made for Towns 2.0. From there, I can narrow down what each particular ID does. If they didn't add any new ones and just utilized zOMG's or Towns' IDs, then I'll already know how they work and won't have to investigate anything :D

public const GATEWAY_URL:String = "gaiaonline.com/chat/gsi/gateway.php";
public const GATEWAY_NONENCODED_URL:String = "gaiaonline.com/chat/gsi/index.php";


9.) I like their new loading screen messages:

private function setUpMessages()
{
this.messageArray.push("Making computer stuff happen...")
this.messageArray.push("Traipsing into a magical land of make-believe...")
this.messageArray.push("Not actually loading, just making you wait...")
this.messageArray.push("Loading grass AI...")
this.messageArray.push("Patiently awaiting your arrival...")
this.messageArray.push("Declumping dirt polygons...")
this.messageArray.push("Preparing to witness your incredible genius...")
this.messageArray.push("Cleaning the place up a little...")
this.messageArray.push("Repainting curbs...")
this.messageArray.push("Contemplating infinity...")
this.messageArray.push("Silently judging you...")
this.messageArray.push("Really Gaia? Really?")
return;
}// end function


As of now, Towns 2 came out about 9 hours ago.
#5
That's probably why I don't like it.
It's too much like monsterless ZOMG.
#6
@Flareboy: It's not exactly a ripoff of zOMG. The devs just used it for the base code. An example of this is that the packets aren't encoded like in zomg (it also has almost the same client/server handshake as the original). It's going to be more based off the original Towns than anything else by the time it's done.

Also interesting fact - ran into the dev codemonkey in towns earlier. They're still going to be actively building on the new towns and the one featured right now pretty much is just a bleeding edge/alpha release.
#7
@Flareboy: It's not exactly a ripoff of zOMG. The devs just used it for the base code. An example of this is that the packets aren't encoded like in zomg (it also has almost the same client/server handshake as the original). It's going to be more based off the original Towns than anything else by the time it's done.

Also interesting fact - ran into the dev codemonkey in towns earlier. They're still going to be actively building on the new towns and the one featured right now pretty much is just a bleeding edge/alpha release.


@Your interesting fact: I've noticed that they're just slowly adding things onto the world. When I started playing, before the announcement or anything (2-3 hours old) there was barely any places. After around 5-8 hours of it being out, there were many more places open.

So, question. How DO they add new environments? Where are the textures kept? How do they add all of the collision boundaries and such? I was just noticing that, because I've never really seen new areas added before. How do they actually, like, add them and make them and such? Any idea?

CL0V3R wrote:
That's probably why I don't like it.
It's too much like monsterless ZOMG.


Yeah, I know that feeling. I never really liked zOMG in the first place anyway.
#8
Lol they have a personal copy of the Towns client that they develop on from a local server or development environment, it shouldn't be too hard to push out frequent updates (especially if they're sufficiently minor).

It would be an even more rapid process if they have a lot of the code and components already modularized/templated, which they probably do.

Yeah, I know that feeling. I never really liked zOMG in the first place anyway.


i know that feel*




Edit: Maybe I'm not following, but did you mean the actual abstract parts of the game? Like the sub-environments? The only way I can answer that is to tell you to formally learn Flash/Actionscript. Sometimes they're individual nested SWFs, sometimes they're movie clips. But it's all there. If you didn't find it the first time around then you probably aren't looking in the right places.
#9
fuck the towns 2, OLD SCHOOL 4 LIFE
#10
^I am totally with this guy.

Towns 2.0 is not up to our standards
#11
2pac wrote:
^I am totally with this guy.

Towns 2.0 is not up to our standards


Yeah, I would have to say that too.

I'm willing to wait though, and hope it becomes good with time. Lets just hope they don't remove the original Towns
#12
Any chance of a towns 2.0 client or did this just make it harder for one? That's all I really care about in terms of towns and rallies these days...