IndieKiwi's Forum Posts

  • From the type of stuff the bots post, it shouldn't be too difficult to automatically detect it and ban. Fight bots with bots.

  • I think you could make the character a physics object as well, and then based on the angle and speed of the rope, you can apply a force on the character to simulate throwing it

  • Yes you can make invisible object walls or programmatically by checking x and y of the sprite relative to the window

  • The server host should use the latest stable versions of software and have security features enabled, so if you choose a reliable host, there isn't too much else you can do with shared hosting.

    Your implementation would be the most important part, but NOTHING is unhackable and a focus on being unhackable for indie game development without a very good reason would be a blackhole for time, especially with limited resources.

    For example if you pick up 10 gold coins and store this on the server by sending a packet. The user could 1. keep sending the packet over and over. 2. modify the gold coin value to be 1000000000 and send it.

    Also hosting a game on the server with a reasonable audience won't be cheap.

    good luck

  • You should be able to get away with using templates with highscores. But doing the other stuff with templates can make you vulnerable if you don't know what is going on.

    Serverside doesn't mean it is not hackable. I remember hearing this notion in the days of Runescape; because it is server sided, it can't be hacked. But this is not true at all..

  • Andy runs android better than on my phone, giving the emulator 3 of 6 cpu cores, 4gb ram and some vram. Only problem is, with my 3 android apps. The first one runs, but lags to about 1 frame / second. The second app just force closes. And my third app says the licence is signed incorrectly (probably due to those warnings published by google i've ignored so far).

    Anyway I remember bluestacks ran on my old pc decently so tomorrow i'll give that a try and also YouWave.

    Youwave is the only paid one, but if it does a better job than the other 2, it would be worth it. I'll be testing the trial first.

  • 1. You can't store ALL your game events nor variables on the server, there must be some interaction on the client side which involves variables and events, Even a server side game would contain no more than 5% of the game code running on the server i would guess...

    2. Yes, you can check the internet connection, to prevent the user playing by cache or downloading the game locally. Technically everything is on the server, but it must be send to the client and therefore become clientside.

    3. This is a basic task and i suggest you start here, don't focus on your game running on server side until you have a better understanding what that really means. To get started here, you'll need to setup a way for your game to contact the server and send the player's name and high score. Once the score is received i suggest you save it into a file that is plain text, csv, json or xml (don't bother with a database for this). Also if you don't already know a server side language such as php, that is probably the best place to start.

  • Licences are linked to scirra or steam accounts? don't think it is a good idea to buy it..

  • I don't see much value in scraping these terms... If those search terms are based on popularity, and you create a new app targeting those terms, then you'll be ranked even further back on searches as more apps contain the terms. (Unless your using the list for keywords to avoid)

  • You could use a fixed lifebar, it always goes up to 250px max

    100% hp = 250px = 600hp = 450hp

    current hp / max hp = percentage of 250px

    500hp / 600hp = 83%

    83% * 250px = 207.5px

    100hp / 450hp = 22%

    22% * 250px = 55px

  • Try int(webstorage.LocalValue("lives")). You don't want to turn the "lives" key into an int. You need to return the result with the lives key first and thenturn "3" string to be a 3 int.

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  • Very nice and fun! What platforms are you planning to release on?

  • Yeah does it work?

    I haven't used regex in construct 2 yet (or in javascript), but i use it at work almost daily in php.

    I test my expressions on: http://regexpal.com/

    And this should be useful for learning: http://www.regular-expressions.info/

  • adding "i" to the third parameter in RegexMatchAt should ignore letter-casing (for future reference)

  • Bit hard to guess what exactly is wrong without seeing it. Is Player.AnimationName definitely containing the expected string ie "animiation1" all lowercase as well?