Znirk's Recent Forum Activity

  • Looky here.

  • As requested over there, here's a commented cap of "first steps with the CardGame object". (Actually the request was for a tutorial involving a simple game, but hey, we're all literate here, rgith?)

  • Oy. There's three fairly different things going on in here. Or two, if you leave encryption aside for the time being.

    The base64 functions in PHP are an implementation of one of the content encoding schemes in MIME (rfc2045). They convert arbitrary bytes into (and back from) strings of 7-bit-ascii characters, which you can then send through channels designed to handle text but not binary traffic. Base64 en-/decoding is not cryptographic. It's not designed to be hard to attack, and even if it were, there is no key involved: Anyone can decode anyone's base64-encoded data. That's the point, really.

    I don't see much use for this in Construct; but maybe I just lack imagination -- I don't really see the constructy need for crypto either.

    md5 is a different beast entirely. It's a hash function which calculates a relatively short "fingerprint" of any file you throw at it. This is (intended to be, although there are weaknesses in practice) cryptographically secure in the sense that although many different random collections of bits will produce the same md5 value, an attacker shouldn't be able to construct a legitimate-looking but different file to match a given hash. But it's an irreversible operation: you can't "decrypt" it, there's no way to extract the original file from the hash. All you can do is run the hash operation on a file you're given and compare the result with a known-good value. If the values match, you can assume that the file you have is an unchanged copy of the original.

    Something like this might be used in Construct to check if in-game downloads are complete and uncorrupted, or if you want to make it a little harder for your players to edit their save files; but it doesn't seem like the most pressing of concerns.

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  • > PC FTW... Nuff Said 8)

    >

    It's a bit ironic you say that with a BSOD avatar...

    Maybe that was an "FTW" as in "Fails To Work".

  • Comme projet "open source", c'est justement un an et quelques jours, oui.

    In the context of the thread: I understand some French, but I'm not much good at speaking or writing. I expect it's OK to ask questions in any language, but if you don't use English, fewer people will be able to help you.

  • I've signed up; same user name. Make me an "editor", pretty please with grated cheese on top?

  • So, for the Portuguese-challenged, here's a rough translation of the text in the screenie. (I couldn't test the actual game, it requires PS 2.0)

    [quote:2f0o5p3l]Sketch is a challenging puzzle game. In the game, there will at first be two blocks. You have to move each to an area that has the same colour as the block. To finish a level and move on to the next, you need to have both blocks in their target areas at the same time.

    You will also find obstacle blocks in some levels. Using these obstacles wisely will often lead to the solution of the current level.

  • > "Far Cry" is such a fitting name, because it's a far cry from any game that will run on my computer lol (yeah, that's getting old huh?).

    >

    I will be forced to mail you hardware... for free...

    If that happens, I will be forced to start whining about my computer ... :twisted:

  • Wiki says that the system expression "sign(x)" returns x/abs(x) for non-zero numbers. That's -1 for negative numbers, +1 for positives. This suggests the following (untested) expression for "move from a given value towards zero by a specified amount":

    Value-(sign(Value)*Amount)
    [/code:1dgemdxb]
    Note that this will "overshoot" zero if abs(Value) < Amount; e.g. with Value=1, Amount=2 you get -1.
  • When something moves faster than our eyes can refresh we see a motion blur [...] So I guess a monitor with a refresh that high would look like a construct game with 1 million times motion blur :P

    I don't know what Construct does for "motion blur", but if it's in any way realistic, then the higher the frame rate the less motion blur you get. Or rather, the less motion blur you need: motion blur is an artefact of filming at low frame rates, and recreating it in a game lets you get away with a lower frame rate without looking stuttery.

    Motion blur comes doesn't come from the eyes but from a camera. At a normal movie framerate of 24 fps, each film frame can be exposed for up to 1/24 second. This means that a fast-moving object will produce not just one image of itself, but overlapping images in all the places it goes through during that 1/24 second. This makes the image of the moving object blurred.

    Now shoot the same thing with a high speed camera that takes 500 frames per second (or, for a single frame, grab any still image camera and set the exposure timing to 1/500 second). Each frame can only be exposed for a much shorter time, so the same moving object will produce much less blur per frame: each frame shows the object moving through a far shorter distance. At 1/500 second you're unlikely to see any blurring, unless you're taking pictures of Superman going faster than a tall building.

    The "refresh rate" of human perception is not really a fixed number, but any monitor refresh frequency over 60 Hz or so is fairly pointless because the brain will tune out anything more than that.

  • If I remember, I always click "Disable smilies" when sending a post...

    Try "User Control Panel > Board preferences > Edit posting defaults > Enable smilies by default > No".

  • it is kinda weird that they would put "full version" on it

    I expect "full version" to them means "not a demo with deliberately restricted functionality".

    'Course, Construct has its own limitations, but they're because it's not finished (in the "feature-complete" sense). The overwhelming majority out there, unused to an open-source, release-early-and-often model, would call that a "prerelease version".

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Znirk

Member since 14 Jun, 2008

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