briggybros's Forum Posts

  • just look up HAL 9000 on google. It's the computer from 2001 a space odyssey.

  • If you're trying to be suer realistic, you could use the physics object and model the system using newton's laws. If you just want to cheat, you can do something like this.

  • 1. use the Sprite.on any finished.

    2.Just put all collidable objects into a family, then test on collision with that family.

  • I think there should be no reason for there to be no cross platform capability. If it can run multiplayer at all it should be able to work. I haven't tested but I'd assume there is something wrong with your events. As for the windows phone, check if WebRTC is supported using Multiplayer.Supports_multiplayer

  • lennaert Thanks for your response

    1. How would I go about using https when I'm referencing the files relatively?

    2. How would you get the users ip? Would $_SERVER['REMOTE_ADDR']; work in php, even if the file is being accessed by AJAX?

    3. How do you get browser agent ID? (I don't want to have to rely on data send by the client)

  • My game uses savedata that is saved on a database which I host. The saves are chosen with a key using the players username. The player can log in and play the game with their save. I want the system to be as secure as possible. I authenticate the user by giving them a unique token every time they log in and storing it in webstorage as a session value; then when an AJAX request is sent it includes the username and token which can then be authenticated. This stops me dealing with the password more than once. I have a logout function which updates the token on the server to a value which will automatically fail authentication so the account is inaccessible without the password input again.

    Given this scenario, how can I make it secure?

    A user is playing the game, and instead of pressing logout, they just close the tab the game is running in, and so the logout command is never executed. The server still has the token stored and has not been set to the lock value. Somebody could exploit that the token is stored in the browser, and since the server hasn't changed the token, retrieve the token and use it to act against the account.

    Would storing the token as a global variable solve this? If not, what can I do?

    Is setting the lock value on logout even needed? The token each user has is 64 characters long from a set of 62 characters, giving 5.16497385e+114 possible combinations of token, I feel this could be bruteforced which is why I added the logout lock.

  • has a good point, the groundwork for a multiplayer game from which anything can be built is only a few events. It could easily be something you do yourself. From that point on it's very much dependant on the game you're making. So your answer is probably no.

  • 1. I always start with 720p. I am nearly always developing for web browser with letterbox scale, I just find it appropriate.

    2. The browser object has 'ScreenHeight' and 'ScreenWidth' values, so if the screen reslution is 1280x720, then you could work out that 1280:720 = 16:9 etc.

    3. x= viewportleft + windowwidth/2

    y= viewporttop + windowheight/2

  • Are you trying to read JSON as XML or vice versa?

  • That's some nice art, hit me up on skype: briggybros

  • Why don't you use the multiplayer object instead of socket.io? If you're new it's probably better to use easier methods until you really get the hang of Construct before using Node.js as well.

    The first thing I notice is the 400 error. This is where the data between the client and server don't follow the same 'rules' per se. Are you using the correct versions of everything? Is the tutorial up to date? etc.

  • Here is what you were trying to achieve... it's only a little different. I resized the sprites, added groups and a toggle. The toggle was only so I could test by myself

  • So say you have a function like this:

    On Function "isXEqual1" (X): -- A function called 'isXEqual1' which takes a parameter of X

    if X = 1:

    set return value: true

    else

    set return value: false

    now you can call this function using Function.Call("isXEqual1", X) which will return true if X = 1 or false if not.

  • maths and stuff

    Firstly you will want a variable for the spacing between the objects.

    Then, you're going to want a for loop, which goes from 1 to the length of letters in the word. (len() system expression). Then on each loop spawn a new object with the X coordinate of "(LayoutWidth/2) + (spacing* Object.width*(loopindex-((len(word)+1)/2)))"

    the spacing variable usually works best between 1 and 2

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  • Yes this is possible? Here is an example for the functions you could use!

    If someone could explain why I had to -1 /2 for the vowel count that would be great It doesn't bother me too much since I have no need for this; which is probably why I didn't look into it myself.