ryackov's Forum Posts

  • Agreed. They should mod phpbb to exclude that forum.

  • You can download source examples. I do it all the time.

  • It's still only in the design stages, it involves procedural generation. If I ever complete a demo of it, I'll post the capx.

  • Erm, sorry. Nevermind. I was thinking how to create hills, just figured out how. It involves arrays.

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  • How do I create terrain that follows a sine wave?

  • Very good. Thank you.

  • http://www.movable-type.co.uk/scripts/tea-block.html

    https://raw.githubusercontent.com/kvz/p ... s/crc32.js

    Here's my suggested implementation: encrypt the stream position, and then convert it using crc32. After every function call, increment the stream position by 1.

    This could be used for procedural generation. To my knowledge, the mersenne twister (at least a proper implementation) cannot easily seek to a stream position, while this could.

    I can't code, so I tried and couldn't do it.

  • Even better, the xml sheet that stores your events should be able to remember if you left it open as of saving.

  • ryackov not many? Both Byet and 000Webhost offer PHP in addition to that large bandwidth, even x10 offers PHP with their free package.

    I mean, granted, using Dropbox hosting is a great idea, but I'll still stick to my opinion that 5GB bandwidth is nothin'. I'd rather signup under one of these if I had the choice and simply not have to worry. :p

    000Webhost literally only offers PHP.

    And many free webhosts tend to be dishonest, throttling you once you approach a cap.

  • It's not that bad, not many webhosts offer PHP. Besides, I use them in conjunction with drop box, so each visit consumes only 10 kilobytes, very manageable.

  • They give 5 GB free bandwidth: http://vlexofree.com/

    5 gigabytes / 2 megabytes = 2500 plays a month.

    You can increase that to 25,000 plays a month if you host your game on dropbox, as I do.

    Here's an example of how I do it: http://usiga.vlexofree.com/game1.php

    Hostgator is a mediocre low cost web host, you could also try them.

    Currently using media temple for my primary website though.

  • Internet Explorer also has a 64-bit version.

    I think memory intensive games will have the best performance.

    Though there might be something wrong if your game requires more than 4 GB.

  • I've established the range of broken versions:

    Construct 2 r66, released November 7th 2011 (introduced the Web Audio API)

    Construct 2 r121, released March 5th 2013 (updated to new method names)

    So anything exported using r66-r121 is now broken, notably anything exported during 2012. I've updated the OP.

    Probably best to re-export anything old anyway.

    Specifications can change in hidden ways, and the game engine is being constantly improved.

    That any the latest game engine uses a newer version of jquery.

    I suggest re-exporting every four months.

  • If you are making a multiplayer game you know they'll be online, so you could look at using an API:

    https://api.random.org/json-rpc/1/

    Latency for random.org is on the order of 200 milliseconds

  • Since computers are deterministic, "genuinely random" data needs to come from outside the system. There are specialist hardware devices for this, or you could use a service like random.org, or you could just ask the user to wave their mouse around randomly and then use that as your data (which I've seen other apps do).

    http://davidbau.com/archives/2010/01/30 ... lions.html

    http://finalfantasy.wikia.com/wiki/Trea ... asy_XII%29

    "Network Entropy Seeding

    One option for quick robust entropy is to use an online source of random bits like random.org. Random.org provides a high-volume online stream of unpredictable bits that are derived from atmospheric noise detected by an array of radio receivers in Dublin and Copenhagen, all built and run by Trinity College professor Mads Haahr. His service will happily ship a few of these physically generated bits to you over https for free." <-- personally I prefer to use openssl_pseudo_random_bytes

    You are largely correct. But seriously, RNG attacks do exist. Certainly for Pokemon, Final Fantasy, and other games with weak seeds.