DatapawWolf's Forum Posts

  • You also need to make sure the collision polygon is set correctly. If you need more help I can screenshot later. :)

  • Probably becuase the images were imported from a sprite sheet(s). If you never fix the origin then you'll get crazy movements and wakyness will ensue.

    I've encountered this many a time, along with making sure collision polygons are set after importing.

    So yeah, just "center" each frame's origin.

  • Perhaps it isn't incrementing properly, then. Variables count towards the event number, as I've experience, so perhaps count up a rough estimate and see how many events/vars you have versus how many it says you have?

    Actions don't/shouldn't count, either,

  • And since no one else answered this: no, you cannot currently restrict outside access to your game. You can request is be removed, but once it is in the Arcade it's available for all.

  • I've always been torn between Graphics Gale and Paint.NET. On one hand, GG has a really great GUI specifically designed for creating pixel art, and it has that really awesome zoom window (for which there is NO plugin in Paint.NET) and built-in AVI exporter.

    On the other hand, Pain.NET is great for lots of different kinds of graphics, and has a really shiny GUI with tons of graphical features.

    So depending on the sprites you want I'd say it's between GG and Paint.NET. I've tried GIMP but it never caught my interest and all I was left with was frustration.

    So it comes down to:

    Any sort of pixel-specific art - Graphics Gale

    Any other art - Paint.NET

  • A suggested workaround for regenerating obstacle maps was that you move all static objects (non-moving objects) outside the layout area, then regenerating the obstacle map and placing the objects in their original positions.

  • Bump...

    russpuppy thanks for the link! The part about cheating gave a pretty good overview of dealing with cheaters. :)

  • I'm pretty sure it does so automatically on export, placing images into a texture atlas... Or at least I though?

  • A question for other users:

    Would this be fit as a mobile game? Or even something to progress into a paid (say $1) app were it more refined?

    EDIT: UPDATE

    Here is a new screenshot! :D

    <img src="http://i57.tinypic.com/28aj3wj.png" border="0" />

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  • Would be nice to have an updated copy of links to resources. Took me a while but I found a good way to link to the English version of the First Seed Material, which is incredible and free to use commercially or otherwise!

    http://www.tekepon.net/fsm/exec.php?mode=english&redirect=/fsm/modules/refmap/index.php

  • So,

    Fimbul From what you've said, am I correct in saying that I can design a peer that functions as a server using WebRTC?

    Then,

    Ashely would a Construct 2 app be able to successfully/feasibly function as a server using its upcoming p2p features with WebRTC?

    Matter of fact, I do have another question, can/will/does C2 have the ability to interact with MySQL? So say I create a peer server, could I then store/retrieve, say, user data using MySQL?

    Would this all (peer server & MySQL) even be worthwhile?

  • > I suppose the main issue I and others are concerned about is security and cheating.

    >

    > In a p2p connection, cheating is often as simple as loading up Cheat Engine and changing one or two variables. Obfuscation or no, this is incredibly simple and can take little no nearly no effort.

    >

    > If you have a server available to verify at least one or two bits of data here and there, you can prevent the majority of cheaters.

    There is a flaw in this that goes way back in gaming history, and here's a simple dogma for gaming.

    If people want to cheat, they will. No matter your implementation. Even MMOs with a massive team and server side monitoring have cheats. Don't design your game around cheaters, focus on the rest of the good folks.No I know that. I've seen it go wrong, before (when I was the cause...), but even a little anti-cheat can go a long way. This is especially true of competitive games. Co-Op? Who really cares. But if your multiplayer implementation is meant to provide friendly competition, and your game is even minutely popular, cheating can cause people to simply drop out. You don't want to shy players away from your product because of other unruly people.

    > I suppose the main issue I and others are concerned about is security and cheating.

    > In a p2p connection, cheating is often as simple as loading up Cheat Engine and changing one or two variables. Obfuscation or no, this is incredibly simple and can take little no nearly no effort.ou can implement a completely secure game on a client-only p2p architecture (that is, one that has no "hosts" or "servers") - saying you can just "load up cheat engine and change some values" couldn't be further from the truth in a properly designed environment, that'd be the same as claiming you can edit the amount of bitcoins in a wallet or infect a torrent swarm with a malicious file.Yes, you can, but it's not as easy as using a server, and often games will provide little to no anti-cheat whatsoever. In a p2p system you often have a host and a client(s) - or at least from what I've learned in my classes - and if you figure out who is the host, and you are it, you can do pretty much anything unless you have a server to check it.

    And good luck with anti-cheat using Javascript. There are client-heavy games that have succeeded in preventing cheating, but the only ones that come to mind are Flash games such as RotMG, which uses an insane AS3-specific obfuscation that JS will never have.

    I'd agree that you could properly design a game to prevent the majority of cheaters, but the degree you could achieve is limited by using JS or using C2 for web-browser games.

  • Thanks, Gougth! I probably didn't explain the characters well enough, either that or it really is a bug!

    Char #2 is the Waterzoid, he can see all water, until you choose another character.

    However, if you land in water with a different character, that water will remain visible forever until the next map.

    Does that help? :)

  • I suppose the main issue I and others are concerned about is security and cheating.

    In a p2p connection, cheating is often as simple as loading up Cheat Engine and changing one or two variables. Obfuscation or no, this is incredibly simple and can take little no nearly no effort.

    If you have a server available to verify at least one or two bits of data here and there, you can prevent the majority of cheaters.

  • Thanks got playing it! We do need to design many more levels for sure. :D The great thing is that Balaporte designed it to load level data from JSON, so adding more levels is as simple editing the text therein. :3

    Have any other suggestions and or criticisims?