klabundee's Recent Forum Activity

  • > Which method should I use to secure it?

    This opens up a whole area of digital security. I'd recommend looking for a course covering the basics, because if you don't know what you're doing, you'll probably make something so insecure a passer-by can at least delete everything, or possibly steal all the data - and if you are storing people's personal data, you can become liable for significant fines if that gets leaked and you were negligent in your security measures.

    At a minimum look in to using HTTPS and protecting against injection attacks, but there's a lot more to it than that!

    True but I'm thinking about security between mobile and server..

    Any method requires data from device to validate the autentication.

    My concern is more about if this data could be intercepted.

    Does HTTPS encript all this information?

    If yes, its fine for me..

    About injection and everything, yeah, I know.. back when Mu servers were popular I had to learn about it. Never trust the client input

  • Hello guys,

    I have a question that may fit here..

    So, I have a PHP server aswering requests from AJAX.

    Which method should I use to secure it?

    After login send a token to the client and every request/post send the token for validation?

    Can this token be intercepted?

  • For each Enemy

    Every 0.5 seconds

    Spawn Laser at Enemy X and Y

    This?

  • I guessed it was C2, 'cause were in the C2 forum...

    (Yeah, I get confused sometimes, too)

    True, my bad.

  • Are you using C3 or C2?

    If C2 just go as brunopalermo said..

    If C3, just create a variable as boolean.

    And on each touch control compare if: is true

  • Well.. you can use a boolean and compare on each toucheable item if its true or false.

    So, when you need, turn it to false and after to true again.

  • Can you show us your events?

    If it was mine.. I would go for an array to store the amount of enemies for each wave.

    For example

    Wave 1 = 10

    Wave 2 = 20

    Wave 3 = 27

    Create a variable to store the array index value (the wave number)

    And now, create a for using the index value to get the wave amount

    So every time it calls this functions it will look to the array to create the right amount of enemies.

    Don`t forget to increment the index, otherwise it will always create the same amount of enemies for all waves.

  • Compare Enemy Defense and Hero Damage

    If Enemy Defense >= Hero Damage

    - Do nothing or just show "miss"

    Else

    - Subtract enemy HP

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  • First of all, thanks for replying klabundee.

    So I had already tried that. However, the player, when executing the command by the keyboard, finishes the grid movement, continues to execute the animation, and if I make it stop when it reaches "tempoMov = 0", the player does not perform all animations.

    Did you undersand? haha. My English is not so good.

    Should I create another code or family just to set up the animations?

    Thanks again!

    I saw that happening but it was because the movement animation was too slow.

    For example, your grid movement needs 0.4 seconds to complete and your animation is set to 4 sprites per second, and you have 4 sprites on your animation, so, it will take a whole second to show the animation. If you increase the animation speed to 8, it will show the whole animation in 0.5 second.

    In this example im using 16:

  • There are many ways but using your previous code..

    Also, increase the animation speed..

    Try it :)

    You are brazilian, right? Me too.

  • Since I'm using the DRAG & DROP behavior, after I have multiple instances on the screen.

    Is there a way to SELECT ALL and drag them together instead one after one?

    I don't think there is a built-in action for such basic thing, but maybe I missed it... ?

    Thanks ahead!

    Can you upload a picture or gif showing the objects?

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klabundee

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Member since 26 Nov, 2015

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