I'm not one to give a lot of compliments but I think it's awesome you guys are making an API so anyone can contribute content! :D This will hopefully solve a lot of the inactive or lack of updates problems we've had in the past. Definitely a good idea and I'm glad it's being added!
Ryan is love, ryan is life
How do you know this?
Quote from: Kryptonite on September 04, 2014, 01:38:13 AM
How do you know this?
Well Onur originally told me but James confirmed it. Could be trolling I suppose, but I highly doubt it honestly. He seemed genuine.
I can confirm that a public plugin API is in development. ;D
I love this.
Spoilers: WS/RR is ran on a funky plugin system that ry wrote, the API will be pretty solid I can guarantee it.
Quote from: oplsno on September 04, 2014, 05:44:31 PM
Spoilers: WS/RR is ran on a funky plugin system that ry wrote, the API will be pretty solid I can guarantee it.
Can't tell if you're sarcastic lol but I think it's been the best idea here in a long time. A lot of us here are programmers and tired of the fact that the game is still really unfinished after a good 6 years of it being out. So I think Ryan made the right decision in adding it. :)
Ethan preaches again.
If anyone would like a sneak peak at the plugin docs... ;)
http://www.openrune.org/javadoc/ (http://www.openrune.org/javadoc/)
Y'know, I saw the link and I thought "Wow, I have to see this!" and then opened it up and realized I have no clue about 95% of it.
Lol you can't actually see any code.
You say that like coding is the only thing that can confuse me...
Quote from: Ry60003333 on September 13, 2014, 02:00:56 PM
If anyone would like a sneak peak at the plugin docs... ;)
http://www.openrune.org/javadoc/ (http://www.openrune.org/javadoc/)
So for those who have no idea, a summarised version of that link is as follows:
That link lists all available variables and functions which you can call from inside your own code, so lets say you wrote something for a new item, you'd call the specific function from that link which allows the character to interact with said item. This saves you having to write a whole new method of interaction when you can just use the pre-provided code.
Pretty sure that summarises it, correct me if I'm wrong because I haven't seriously programmed in a couple of years.
Quote from: oplsno on September 14, 2014, 09:20:33 AM
Quote from: Ry60003333 on September 13, 2014, 02:00:56 PM
If anyone would like a sneak peak at the plugin docs... ;)
http://www.openrune.org/javadoc/ (http://www.openrune.org/javadoc/)
So for those who have no idea, a summarised version of that link is as follows:
That link lists all available variables and functions which you can call from inside your own code, so lets say you wrote something for a new item, you'd call the specific function from that link which allows the character to interact with said item. This saves you having to write a whole new method of interaction when you can just use the pre-provided code.
Pretty sure that summarises it, correct me if I'm wrong because I haven't seriously programmed in a couple of years.
I'm going to assume you are right because I have no idea how the hell it works.
Quote from: oplsno on September 14, 2014, 09:20:33 AM
Quote from: Ry60003333 on September 13, 2014, 02:00:56 PM
If anyone would like a sneak peak at the plugin docs... ;)
http://www.openrune.org/javadoc/ (http://www.openrune.org/javadoc/)
So for those who have no idea, a summarised version of that link is as follows:
That link lists all available variables and functions which you can call from inside your own code, so lets say you wrote something for a new item, you'd call the specific function from that link which allows the character to interact with said item. This saves you having to write a whole new method of interaction when you can just use the pre-provided code.
Pretty sure that summarises it, correct me if I'm wrong because I haven't seriously programmed in a couple of years.
I don't know if it lists all variables and functions so much as classes and packages. I've never been a fan of javadocs so I haven't used it much but it basically just looks like descriptions of how certain packages and classes work.
Quote from: wolf on September 14, 2014, 09:36:58 AM
I'm going to assume you are right because I have no idea how the hell it works.
As far as we're concerned, it's just magic.
Quote from: Krest I V on September 14, 2014, 03:24:29 PM
Quote from: wolf on September 14, 2014, 09:36:58 AM
I'm going to assume you are right because I have no idea how the hell it works.
As far as we're concerned, it's just magic.
Some Harry Potter shit right there.
You guys are correct! :)
The Javadoc lists all of the methods and variables and will be included with the download of the API; so when you are in Netbeans programming, you will have the documentation available on methods as you type their name; it will be very handy!
OK, but when and where can we actually use it?
Truu^^^
Yeah, I wanna help with the Sea Troll Queen!
I've been setting up the domain name that will be hosting the API and trying to get things like SSL turned on for all AllGoFree websites. 8)
I just have to set up some more stuff for the site and release some tutorials on how to use it, and it should be good to go!
Do you have an eta?
I'm about to try and get the website for it online. :)
Ooo yay keep us updated.
It is all still magic to me.
Quote from: wolf on October 20, 2014, 08:26:12 AM
It is all still magic to me.
It's simple. An API is what's known as an Application Programming Interface. The purpose of an API for any software is to allow cross development between separate developers and not reveal the original source code. So, for example, Facebook has an API for the developers of FarmVille to add their game on the site -- which allows all parties to do seamless programming and the FarmVille developers never get to see the source code of Facebook.
It's slightly different with Java as web development is a
lot more lightweight, but it's the same principle. Anyone here who can write Java code will use some sort of simple interface to get their scripts to Ryan, who then has the final call on whether or not to veto the code. It's really not all that complicated, but even if it was, that's irrelevant. All you need to know (unless you're in for adding code as well) is that it will really speed the development process along because basically everyone here will be able to program the game.
Makes sense now.