DatapawWolf's Recent Forum Activity

  • Well, I think the spam has been lessening even with the waves. The website response time seems to be faster today than the last few days, where it would take up to 4 seconds to load anything.

  • Tokinsom do you have a list of all the tips and tricks for tilemapping? Lately I've been using the tilemap object quite a bit.

  • danyald I have my doubts they are trying to hurt Scirra. It wastes time, yes, but not reputation. Besides, this kind of attack actually costs money, and eventually it will stop because it won't be worthwhile to generate any more spam.

  • Honestly, I think it a post becomes flagged over X times by accounts with over 1K minimum reputation, it should become "hidden." Encourage users to help report, which they will. Anyone who's invested time enough to have a certain amount of reputation should be willing to help flag posts. I know I am!

  • TiAm what seems weird to me is that this wave of spam isn't posting anything parseable by search engine spiders. What is currently popping up is a bunch of solely human-readable links that really have no effect other than getting maybe one in a thousand to venture out to the site of their own accord.

    The other possibility is that this is a botnet set out to utterly destroy the reputation of a target website. Which, with such a pointlessly large amount, makes more sense to me than trying to get that one-in-a-thousand hit.

    Also, the captcha breaker is probably the result of a website that sends captchas to users and pays them a few pennies for each correct answer. It has been done before.

  • Over 20 pages of spam and counting. Honestly this is not normal, even for bots. I wonder if someone has a bone to pick or just is doing this for sh!ts and giggles.

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  • TiAm ah ah aaah, don't confuse botters with hackers. ; )

  • I combined the bullet behavior with an adapted algorithm by rojohound that pushes objects away from each other.

    Every iteration, each of those green guys is given a very basic order that determines how close they should attempt to get to the player, which prevents them from all competing for a space within attack range. It isn't optimized yet, but it does work.

    Currently, the push away algorithm works well, but is extremely costly when dealing with a large number of enemies.

    For perhaps 16 or so, this should run fine on most devices.

    Hence I'm trying to think of ways to streamline how "collisions" are handled. Currently, it is implemented by iterating through each and every object and testing its relative position to every other object besides ones that have already been checked.

    I know there has to be a better way that looks just as good. Otherwise I'd settle for capping numbers of entities.

  • Took me a few hours, but I went from this

  • yeah, and it's only been a few months. Wow.

  • Quick question: do you think this might be a good choice for creating a simple roguelike game? I'm thinking something equivalent to a scaled down Realm of the Mad God. But I'm not sure if some other sort of service would be better for fast-paced combat.

  • Basically: turn the number(s) into letters, by use of algorithms that take a "key" phrase (e.g. "abc123") and mix with said numbers to create a more unique phrase that can only be decoded if they know said original phrase.

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DatapawWolf

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