GMRisk v0.9.7 by TehDiplomat

Email questions to "tehdiplomat AT ashotoforangejuice.com" (Yes folks, "tehdiplomat" is the email address)
Emails would be great if you have any feature requests, or if you just want to say hi.

Links

frappr yourself
For those of you who dont know how to play
GeneralRisk FAQ
GMRisk FAQ (updated 11/10/05)
The "googleplex" is going "Neato"
Digged, Metafiltered, Slashdotted, BoingBoing'd (and somehow my server lived)

Current News

I found a bug in the newer Firefox when using the div style nowrap in an infowindow when it relates to textfields. If you are interested in the bug check it out until this is resolved I will still be using the old bulky infowindow with a predefined pixel length. Once I find out it's work the swichover is already in place.
Each of the game types should now work.. I gave the version number a little bump to reflect this. Will begin working on new features again soon.
A bunch of related updates. Switched remove overlays to just switch the image being used with new implementation of PdMarker.
See below for more fleshed details.

Some good news.. in the past four days IE and firefox hits were even (both at 45%), Safari was bringing up the rear with 5%

Here's some organization of sections for all of you who suggested such.

(Possibly) Soon Todos

Finetune the new game feature after the first game
Tinker with background color of infowindows
Country on card territory bonus?
Options for card cashing?
Numbers on troop overlay
Game move log in a textarea below the map
Add a few niceties to player stats window
Drop down for number of neutral

Down the road

Draw Continent border in color if totally owned?
More realistic territory/continental boundaries
Multiplayer/AI

Testing

I primarily use Firefox on XP, but I do also have Debian dual booted on my box at home. If you use a Browser other than this and have problems please be sure to email me at the address above. I've done minor testing in IE and Opera on the Windows platform. But that's about all.
Operas problems are more issues with Google Maps (I notice it redrawing the overlays a lot)

IE works fine except for:
-There's an extra break somewhere in most of the info windows.

If you are using IE7 beta, it DOES NOT work with Google Maps API. There's an issue with grabbing the key appropriately (not sure exactly what the issue is but the browser is the issue)
Safari has issues with the radio buttons and checkboxes in the infowindows. Not sure if this is an issue with me, or a generic issue with google maps

Current Issues

I love all the perfectionists in the crowd. "winnar" and "NW Terrortories" are spelled the way I want them to be. Thanks for the emails though.
I think I broke the random nations manual troops during one of my updates.. I am working on that, as well as manual nation picking.
Lots of requests for mid-game saves, and I'm working on it. That's one of the early stages of multiplayer (as soon as you can save a game you should be able to share it with your friends, and thusly play online)

Changelog

11/29/05
Alright here's that real update I promised.
Fixed those memory leaks by swapping images
Those six different ways work again now with the new setImage feature
Resolved issue with player status windows showing wrong owned regions.
New game may not function with certain combinations of games, if you note a specific one please email me the exact game (Player Number, Game Type) for both sides of games.
Moved the small pan/zoom control to the lower right to not interfere with Alaska's infowindow
11/27/05
I pulled back on some of those last updates due to it breaking a few of the options.
11/23/05
Sooo player options UI was altered, and you can now play in 6 different ways, with 2-6 players with one of those can be neutral.
Fixed memory leaks when removing and adding overlays.
Simplified UI during initial troop placement.
Can now divvy countries by manual selection instead of just random
Resolved issues with manual troop placement
Fixed bug where the hover tooltip burnt to the map when adding a troop through the click event.
There was something else but now I forgot what it was
11/22/05
An early stage of nation choosing has arrived.. I have a slightly more updated version in my back pocket but I noticed an issue with the hover-tags. I may be upgrading from GxMarker to PdMarker. After the upgrade (and tweaking) I'll bump the version number and make things a bit nicer, and also reduce the memory hog feature.
11/20/05
Resolved a bug when in a textfield that creates a form submission and refreshes the game.
11/18/05
All this work in the last few days deserves an added version number
Added Start new game once old one ends.
Resolved a few issues with memory leaks
Resolved bug (it seems) where after capturing cards the turn doesn't end when you can't cash cards until you click on a country.
Made player stats dynamic
11/17/05
Changes changes.. they all come a runnin.
Backgrounds of infowindow adjusted
Auto-Reshuffle deck (look in the cash cards to see how many cards have been used)
Resolved 4 capture 5 bug
11/14/05
Found the infinite loop when attempting to use a second wild when already completed a set. (This would happen when a user had 2 matching cards in hand and two more that were wilds.) Now it properly checks to see if a set is completed during the wild-checking process.
Eased user input. If you have 10 troops on a country, and want to attack a neighbor with 3 of them, instead of repeatedly typing 3 in. The game will remember that's how many you attacked with if your attack failed the turn before (or it will decrease it to your maximum allowed). Note: This should not affect "sweeping" attacks. But once taking over a territory, your "troop state" will be lowered to troops - 1.
A few more touches here and there... If anyone notices anything gone amiss lemme know and I'll resolve it
11/11/05
A few formatting changes, grouped text in boxes
Removed polyline turn border and replaced it with CSS border
Speaking of CSS I resolved the button wrapping in IE issue
11/10/05
Few small bugfixes. Added a secondary check in the move function to catch tricky players trying to move their lone troop.
Added player flexibility. Now all of you with only one friend can play a two person game. (Or you can play with Bob, my imaginary friend
And neutral player is now working as well
11/9/05
Added SmallMapControl for any who might want to pan and zoom, even if I don't want to deal with people having problems in that way.
Begin work on player options.
11/8/05
So apparently I hit digg yesterday from posting on the google-maps-api boards. Thanks albert. I had been fairly busy at work yesterday and wasn't able to look through my normal sites. My roommate told me this afternoon while sifting through his RSS. For those of you looking for HowTo Play Risk I'll see if I can find a good link and post it here. For those just rusty, I recommend the RiskFAQ already posted about (as opposed to the GMRisk FAQ) Things are coming along, I'll have game options up by this weekend most likely and start messing around with the other things I want do.
11/5/05
Ends turn if you try to fortify and there is no supply. Also ends turn if the supply runs out (Note: Since each individual troop has one movement, a "normal" fortifying will usually not use all supply. e.g. You have 4 troops on Brazil, one on Venezuela, you don't control Argentina and Peru, there is one unit on each. You sweep Argentina and Peru with your three attacking troops and don't lose any troops. You have two troops on Peru, one on Argentina, one on Brazil, and one on Venezuela. You opt to move one troop from Peru to Brazil to fortify. You still have one troop on Brazil that can move [since it didn't use it's supply move yet]. Since this is the system I've programmed it's what you get)
11/1/05
Happy All Saint's Day.
Few more changes, there are now 6 (count 'em) 6 players. And soon will come an update with how to choose the amount of players you want. Until then you get all 6 with the two added colors being Yellow and Teal. The transition from 4-6 was quite fluid, so choosing the amount of players will be simple. After that the neutral player will be implemented.
10/31/05
Happy All Hallow's. Newest update is boundaries. Yes I know it all looks Blocky, but that's the best you get out of me for now. Next step is amount of players. The goal is 2-6, also if you have less than 6 players I'll enable a neutral country if you want. The turn will always be skipped and it will get no reinforcements and cards. This will also be a first step to the possibility of an AI.
10/12/05
Implemented GxMarker (thanks for hovertext)
Added markers in atlantic ocean for reinforcements and cards
Removed non-map features and loose ends
10/11/05
Fortify (Rook) on the map
end turn ((Fast forward) on the map
Randomnize color for turn order
Swap static images for turn order
10/6/05
More GUI upgrades: Show's player turn on map
10/5/05
Some more updates.. the map isn't completely redrawn every step, now only the affected areas are. This includes the dice via add remove overlay
10/4/05
GUI overhaul.. be patient as i have to crop things and dont have photoshop here. After the images are cropped properly I'll adjust the locations
More accurately shows troop amounts by marker
10/3/05
Crunched down the div pixel size for the info bubbles
9/28/05
AJAX should work completely now. Gameplay is the same, just everything is being grabbed by a data file. All the other data stuff will move from the source to the xml file in time
9/23/05
Partially implemented AJAX.
XML portion works, but clicking does not
9/22/05
Begin implementation of XML
9/21/05
Disallow all negative values
After cashing cards and going above 5, stop user from ending tun
9/20/05
Must place troops before ending turn
Limit supply lines (Check FAQ)
Force cash cards when over 4
Disable cash cards after placement unless someone is conquered
Stop cash cards after conquer world
9/19/05
Fixed cash cards bug
Defaults to all on selection boxes
9/16/05
Cashing Cards in for troops
Capture cards from conquered players
9/15/05
Partial completion of cards, no testing done
Cards curently not properly removed
9/14/05
Man what a bad procrastinator I am. I don't feel like doing the cards so instead I added a few of the for later things.
Optimize dice location
Added base card functionality
Images and backend for cards
9/11/05
Allow adding variable troops via textbox
Change html buttons under map to on the map
Switch to conquered land after attack
Added marker to bubbles
Input validation
9/8/05
Game over man v .7(Lock game and popup info window)
9/6/05
Different starting setups
Move troops (infinite supply line)
Skip Dead people
Bonus for continents
9/4/05
Player turns
9/2/05
Attack/counquer countries
Always show surrounding troop count
Add troops to friendly surrounding in bubble
Reload info bubble
Show dice results
9/1/05
Define neighbors
8/30/05
Allow add troops via the infoBubble
Gain/place troops
Fix adding via bubble with initial troop placement
8/29/05
2 get 11 countries, 2 get 10 countries.
Players will have X or X-1 armies leftover.
Change marker color depending on owner
Let users add troops during original deployment
Full Start to randomnly assign all troop placement.
Added color into infoBubble to remove ownership line
Tinkered with map pixel-size and zoom
8/26/05
Early stages of data entry completed
Names and long/lat of the countries.
Setting up of parallel arrays started
Testing gmaps capabilities.
Start button to randomnly assign countries. Default 4 players.

Todo for later edition:
Fix code comments and readability