Wed, 22 Oct 2014 22:42:20

Ask: I've really gotten irritated with all the repetitive clicking required in the current strife system (Easily solved with my own Autostrife userscript). Is this going to be re-thought in future versions?

The strife system will be getting somewhat of an overhaul. More combat options + more enemy variety + new team-based mechanics should equal less being able to click the same button 20 times to win forever. Ideally, the prototyping options alone should make for a much more strategic experience, as far as your session is willing to go with it. Starting v2 from scratch with all the features that were implemented slowly over time in v1 should make those options more common as well - loads more items will have abilities, for instance. Options. Options options options… options? Options! (my 6 AM mind thinks this is funny. it probably isn’t.)

Wed, 22 Oct 2014 13:06:49

Ask: hi, my username is stridinlikestrider from the tumblesession, and i seem to be unable to select a symbol from the main page? it still has the pesterchum default image and when i go to change it it won't, the drop down box doesn't come up.

This has been a long-standing issue; symbol selection was just totally broken for a while now and I never got around to figuring out why. Turns out it was kind of a simple fix. Sorry about that! You all should be able to choose symbols now :’L

Wed, 22 Oct 2014 11:14:06

Ask: How are you going to deal with the "killer of sessions" aka the endless grind for an ultimate weapon in TOP2?

I think this ultimately boils down to more fleshed-out content. Like, making more interesting and varied ways to obtain grist and advance your character in general. Dungeons/quests will probably feature a bit here.

The current “select enemies and beat them up” thing was really just as an “there will always be SOME option to advance” thing, almost like a more restricted debug command for character advancement, and as a “measuring stick” to balance other advancement around. It’ll still exist in TOP2 but I’m kinda hoping it won’t be used much unless you’re testing out stuff in combat (in which case dialing up an encounter on-demand is handy) or you really just want to mindlessly push buttons for a little while.

Grist gain in general will probably still MOSTLY come from enemies, but I’ll look into having actual situations and content and stuff surrounding them. (Incidentally, the new session-specific stock exchange should mean that all of your loot including grist of the wrong time and boonies can count towards your armaments if needed, which should provide some help as well)

Wed, 22 Oct 2014 11:07:05

Ask: Maybe there could be some sort of time constraint on admins? Like, if the admin doesn't log in for X amount of time, then the session can automatically vote in a new head admin (which would maybe show up in all player's mail and also have a time limit for long long before voting closes?) For situations where they haven't been gone for that amount of time, they could contact you like they do now.

Actually thinking about disallowing account deletion if you’re still the head admin of your session (and there are other players in it) since in a lot of these cases people are deleting the head admin account without reallocating.

Mon, 20 Oct 2014 09:47:44

Text Post: To people asking for session admin changes:

I am mildly concerned that some of these requests are an effort to usurp the current admin by getting me to change it! I’m tempted to say that I need approval from other players in the session, but if I’m going to always do this when that’s given…well…

What would people think of a system where the admin can be decided by majority vote? Would that solve these “missing admin problems? Would it be open to abuse?

Mon, 20 Oct 2014 09:37:32

Text Post: To aTranscription:

What in the hell did you guys do to your server/client chain. Seriously, two of you have the same person as a server and you don’t appear to be ANYone’s server OR  client. Looks like the problem was that by virtue of your server player you kind of tap into a loop of players NOT including you, meaning it ends up going in a circle around that forever. I have added a failsafe that SHOULD stop it from printing as soon as it tries to print the same Land twice, so that should hopefully solve your problem.

Still would like to know what you did with the chain though.

Sat, 18 Oct 2014 01:30:46

Link: In case anyone somehow managed to miss it elsewhere:


Homestuck has updated. The page has crashed, as one would expect. It is now providing a different error message though, specific to their webhosting rather than the generic Apache 503. Here is a link to a web hosting site’s help materials with the exact shade of the current “Service unavailable”…

Reblogging this with an update: The original update has disappeared from MSPA. Speculation is rampant, but tumblr posts announcing this fact are strangely scarce, so I figured I’d make one.

Sat, 18 Oct 2014 01:27:58

Ask: It might be good to advise that other anon to store the (salted) hash of the passwords, and to compare the (salted) hash of the submitted password. I mean, I know you do this for overseer, but I think it might be important to tell the other anon that if security is needed, one should use password hashing,? (in case someone gets the user/password data)

Oh yeah, I forgot to mention about the security angle! I knew I was missing something :/. But yeah, PHP has a variety of hash functions where the basic idea is you turn the password string into a horrible mess of garbled nonsense that’s completely illegible, but if you feed the same password into the garbling function you get the same mess which means you can tell if it’s the right password.

(There’s stuff with salts you’ll want to look into, if you search for “PHP password encryption” you should be able to find relevant stuff)

Fri, 17 Oct 2014 23:34:14

Ask: Can you give advice to a rookie programmer? How do I make a login page that verifies the person's identity then takes them to a different part of the site?

I’ll start with a general overview in the hopes that you can look up anything that you don’t understand. If that doesn’t work out, feel free to send in another ask for clarification

So the main thing you’ll need is an HTML form with a username and password field. It’ll need to have an “action” of a PHP page that can do the verification and a “method” of “post”. What that means is that submitting the form will send the user to the PHP verification page with the values in the form’s text fields (username and password in this case) stored in a special PHP array called $_POST. If you’ve named your fields “username” and “password”, then the script your form sends the user to will see those values in variables called $_POST[‘username’] and $_POST[‘password’].

From there they can be checked against records in a database using basic SQL syntax (The relevant PHP is under “mysqli_query” and the relevant SQL you can best get a feel for by messing around with PHPmyadmin, it’ll look something like SELECT * FROM `Users` WHERE `Users`.`username` = $_POST[username], which will grab the user whose username was put into the form). Then you check the password that you found against the one given, if it matches you log them in, if it fails to you don’t. You can use require_once(‘thirdpage.php’) right after the login code and it’ll load thirdpage.php as soon as it’s done logging them in.

I dunno how much that’ll help, but hopefully it tells you SOMEthing at least. If you’ve got a tumblr account I can answer more specific stuff, provide feedback on code, and do various other things through private questions, which would be much more convenient for everyone involved I think!

Fri, 17 Oct 2014 22:53:37

Ask: aTranscription again from the session Forward Ho, concerning the infinitely looping dungeon selection menu, the entire list of options is looping, not a specific one. All gates and planets are listed.

Alright thanks, will take a look at this as soon as I can. In the meantime, is there anything particularly unusual that you can think of about your session? Were any chains modified by administrators?

See, the way the dungeon code usually works is it keeps pushing forward in the chain until either it reaches you or it fails to find a link. So what’s happening is your entire session is linked up in a circle (fine), but the code is failing to stop when it reaches you again for some reason (not fine!). Exactly how that’s happening depends on exactly how I coded up that restriction (maybe it’s something weird to do with capitalization? It doesn’t seem like it would be…), but with that in mind if you think of anything else relevant don’t hesitate to send it in.

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Homestuck is copyright © Andrew Hussie.
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