scidave's Forum Posts

  • The only two option would be too:

    1. Hide the data/file. Since you probably don't want a rootkit with your game then you could hide your data in a format that the user couldn't easily understand. Or hide your files inside other files.

    2. Encrypt the data on disk. Then decrypt the file when you want to read the data. I think the S plugin supports encryption or you could use Python to encrypt.

    If you don't care about hiding and just want the user to not be able to change it, you could try a checksum. I think Minor or somebody else wrote a tutorial about. As anybody would say, all of these techniques are pretty easy to get around, but will work to keep your average gamer honest.

  • To the developers:

    Is this a change that would require the ProfUIS library?

    What type of fixes/additions would require having the library. I checked the price for it and it is like $350!

    I am interested in working on 0.x. Mostly for making sure Python continues to be supported and to maybe fix a few bugs here or there. I don't see myself making any massive structural changes or additions as I have little free time to spare.

  • You shouldn't notice a performance impact with a 50x35 array and leaving entries blank. However, one way to do it would be to have a hashtable hold your characters with the value an index into the array. That way you would always get really quick access to your array info without any searching or sorting. When you delete a character, the hashtable entry would be deleted (the hashtable is an automatically sized list) and the index could go into a deleted index hashtable for use later if you add a character back.

  • > when hidden, the game won't be reciving any key presses. Consequently, it won't get the

    input CTRL+Space (or any other), and so won't show up!

    Why do you have a game where the game window isn't even showing?? But to answer your question, your game window has to be active to receive key presses. It is a Microsoft Windows thing and you don't have control over that without writing a separate background program that hooks key presses.

  • The examples in this thread might help you out.

    Not sure I really understand your problem from your post, but I believe the examples will help.

    If I do understand it...I don't see a good reason to store the item powers and other stats in a hashtable. It makes more sense to store those in an array or to just compute them all on the fly. You could have a base array with all the default values for the item, # items, power, weight, attack bonus, etc. Then you could use the hash table to store the name of the item and the value would hold the index to the array. To delete an item you simply remove it from the hashtable. I did something similar in the Mikeys Adventure tutorial part 5:

  • Welcome to the forum!

    Very wild and interesting idea to share files for positions. It isn't really practical (the lag is abysmal, but you could always lower the check time to every game tick) though as you begin to add more and more objects this will become unwieldy quick.

    Still very cool first post. Looking forward to seeing your next demo.

  • Instead of using a separate layout for the pause menu you could also use an "inheritance layer" to keep the same layer between all of your layouts.

  • Just wanted to say that your tutorials are very useful! I learned a lot of interesting stuff while going through them.

    Thanks!

    In the last part you also included an Array Helper - looks really practical, except I can't really get it to work? Even though I change the items.txt file, nothing gets loaded into the program.

    I saw that after you posted this, Lucid made his array editor app so I'm guessing that takes care of the problem. If not, let me know and I'll go back and see if I can help out. I've been so busy with work lately I'll I have time to do is read the forums...haven't worked on a game in months.

  • Hi,

    Looks like you are making some cool space games! That is my favorite game type.

    I experienced the same problems you had when trying to have the spaceship land on planets, but still return to a non-reset game layout.

    I ended up making a separate layout for the space world and the planets and then used global arrays and hash tables to keep track of the state of the game world while moving from one layout to the next.

    I show a version of doing this in the Mikey Adventure tutorial in Part 4: Layout Transitions.

    Hope this helps!

  • Cool minor! Looks like you are back in action.

    I'm blown away by how many cool demos are out now. A year ago this place was a ghost town for games.

  • Glad to hear it is working. I know I have gotten it to work fine on a Windows XP VM running on top of Windows but had never tried on a MAC. Odd that it is making a difference.

  • Hi!

    Does that mean that I can't create a 12 player platformer shooter game with PodSixNet and Construct?

    You could create a 12 player platformer shooter, but it would be much harder than what I showed in the tutorials. You would need to create a way to deal with all the bullet collisions and people jumping around fast. Would have to deal with lag issues and prediction.

    It is possible but would take a lot of work. I've been really busy with work, but when July roles around I was planning on creating a simple space shooter with Podsixnet and Construct to test out faster action games and see how feasible it is in practice.

  • Did you enable 3D support in the virtual graphics card settings?

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  • Very cool. Rojo is a true asset to the community.