bolosaur's Recent Forum Activity

  • Bump.

  • I'm still getting this problem and it's preventing me from progressing with my game. This is a huge problem for me and I don't feel like constantly remaking my project in an attempt to remedy it.

    Can something be done to fix this?

  • Bump.

  • While an OSX version would be cool, I think it's reasonable to expect people to be able to save up for VMware Fusion and Windows 8 licenses. It's a solid solution for Construct 2 development and has the obvious upside of allowing you to run other Windows-specific software as well.

    I think this is something you have to be aware of as a user of an OS that doesn't even hold a quarter of the market shares of the leading OS.

  • I've had awful experiences with YoYo Games, but I still don't think it's particularly constructive to argue for the superiority of either product. You pick the right tool for the right job, so there's no reason to put down other brands (unless there's a very good reason to do so).

  • bolosaur - isn't PubNub a commercial solution? Considering that I'd most likely want to have my game as a one-time-purchase I don't think it's an option - in a long run such solution most likely would be unsustainable (especially considering a very limited amount of slots - I already can see a scenario when in first 2 days everyone rage because they can't connect, and in after a year I have to pay from my own pockets for a server because people buying game don't cover the maintenance costs).

    Well sure. I figured that there are already a couple of solutions to choose from in regards to client-to-client networking since it requires less functionality to be implemented, so I'm aiming for something that's a bit harder to attain. At worst I'm pretty sure you could extrapolate a couple of the solutions used in my project, perhaps by replacing PubNub with a different networking layer.

    Anyway, didn't mean to go off-topic if you're only interested in client-to-client networking. :-)

  • I'm working on providing a solution that relies on PubNub, which is why I posted this thread.

    I've currently got a fully functional MMO platform with PHP- and MySQL-based user authorization up and running. However, I'm not going to release it until it's been refined and worked over with the input of more talented individuals than myself (and that's not something I'm going to make an exception to).

    However, PubNub is fairly easy to wrap one's head around, so give it a go and I'm sure you'll find it more than sufficient.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Bumping this so we can have a proper conclusion in one single thread.

  • Thanks for that clarification.

    You said something in another thread about not using passwords at all since it'd be available in the user's dev console at any time, or something to that extent. What about that?

    The way I do it now is I have a single index.php which is used for logging in, authing against a MySQL DB, returning a session string, loading the game (via echo from wihtin the PHP file) and passing that session string into the game by setting it as a cookie with PHP, and then loading it up in-game by using the Cookie plugin.

    What is your take on such a solution? Better or worse than what you just suggested?

  • It's not a question of whether it is or isn't possible. It's a matter of looking at the potential solutions, analyzing them and picking out the best way forward in terms of security.

    As of now I've seen topics suggesting to pass an auth variable into your game from outside, and others to auth from within the game using AJAX. I have also seen posts rejecting both ideas in favor of the other, so I'd be interesting in seeing what Ashley thinks, as well as other users. :-)

  • Yeah but from the perspective of games being what we're developing here, it's pretty important that they're as secure as can be. There's no reason to cut corners unless you want to for whatever reason.

    Also, issues like these are especially important if you're making persistent state online games like MMOs. :-)

  • Sorry for bumping but I think this is a somewhat important point to address. As far as I know there hasn't been a proper discussion about this yet? Or perhaps I'm wrong?

bolosaur's avatar

bolosaur

Member since 12 Feb, 2012

None one is following bolosaur yet!

Trophy Case

  • 12-Year Club

Progress

12/44
How to earn trophies