ryackov's Recent Forum Activity

  • It's not that bad, not many webhosts offer PHP. Besides, I use them in conjunction with drop box, so each visit consumes only 10 kilobytes, very manageable.

  • They give 5 GB free bandwidth: http://vlexofree.com/

    5 gigabytes / 2 megabytes = 2500 plays a month.

    You can increase that to 25,000 plays a month if you host your game on dropbox, as I do.

    Here's an example of how I do it: http://usiga.vlexofree.com/game1.php

    Hostgator is a mediocre low cost web host, you could also try them.

    Currently using media temple for my primary website though.

  • Internet Explorer also has a 64-bit version.

    I think memory intensive games will have the best performance.

    Though there might be something wrong if your game requires more than 4 GB.

  • I've established the range of broken versions:

    Construct 2 r66, released November 7th 2011 (introduced the Web Audio API)

    Construct 2 r121, released March 5th 2013 (updated to new method names)

    So anything exported using r66-r121 is now broken, notably anything exported during 2012. I've updated the OP.

    Probably best to re-export anything old anyway.

    Specifications can change in hidden ways, and the game engine is being constantly improved.

    That any the latest game engine uses a newer version of jquery.

    I suggest re-exporting every four months.

  • If you are making a multiplayer game you know they'll be online, so you could look at using an API:

    https://api.random.org/json-rpc/1/

    Latency for random.org is on the order of 200 milliseconds

  • Since computers are deterministic, "genuinely random" data needs to come from outside the system. There are specialist hardware devices for this, or you could use a service like random.org, or you could just ask the user to wave their mouse around randomly and then use that as your data (which I've seen other apps do).

    http://davidbau.com/archives/2010/01/30 ... lions.html

    http://finalfantasy.wikia.com/wiki/Trea ... asy_XII%29

    "Network Entropy Seeding

    One option for quick robust entropy is to use an online source of random bits like random.org. Random.org provides a high-volume online stream of unpredictable bits that are derived from atmospheric noise detected by an array of radio receivers in Dublin and Copenhagen, all built and run by Trinity College professor Mads Haahr. His service will happily ship a few of these physically generated bits to you over https for free." <-- personally I prefer to use openssl_pseudo_random_bytes

    You are largely correct. But seriously, RNG attacks do exist. Certainly for Pokemon, Final Fantasy, and other games with weak seeds.

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  • I'm going to lean that a new randomizer is the responsibility of the game developer. Not the tool creator. I know where your coming from. I am designing a game with random loot tables, randomized dice. But I'd rather that not be in Ashley's hands. I would rather do it myself for my own security. I personally will use Random.org kind of way.

    Not really.

    The way they market Construct 2 implies it would be their responsibility.

    Besides, I somehow doubt that if someone can code a very good random number generator, they would be dependent on Construct 2's multiplayer interface or even dependent on Construct 2 at all.

    And this does have an MIT license: http://davidbau.com/encode/seedrandom.js Only improvement one could make would be discarding the first 256 bytes, and discarding a random number every frame. And maybe getting a cryptographer to certify the code.

    Besides, if a game becomes famous, it better be secure.

  • I'm just saying, a major criticism of PHP is that it is too easy to program with it and doesn't include many cryptographic functions, mainly outsourcing it to the OpenSSL library.

    https://www.usenix.org/system/files/con ... nal218.pdf

    [quote:1haaocnd]Mediawiki.

    Mediawiki is a very popular wiki appli-cation used, among others, by Wikipedia. Mediawiki uses mt rand() in order to generate a new password when the user requests a password reset. In order to predict the generated password we use the seed recov- ery attack of section 4.3. The function f that we sam- ple is the one used to generate a CSRF token which is the following:

    Outsourcing secure RNG plugins to third parties who may or may not be properly maintaining the plug-in is an issue.

    Multiplayer is worthless without means of preventing players from cheating at certain types of games. In a turn based game, one might be able to predict the results of one's own actions or that of an enemy player, or the types of resources/points/cards a player would receive.

    My points are salient.

    While I don't think javascript can ever protect against Eve, the issues of dealing with Alice and Bob still exist.

  • I think the OP wants to know what is the easiest method of making an RPG.

  • Now that Construct 2 includes multiplayer, will it include a secure random number generator?

    RC4 would work. A mersenne twister would only work if used as a shrinking generator, otherwise after enough random numbers, the internal state of the generator could be guessed.

    Hashing would also work.

    One would still need to seed the random number generator, which could easily be done with a single request

    EDIT: to a php script which would generate openssl random bytes or to even the random.org server

  • Adding a web seed to a torrent file might be advantageous. Just suggestion that you add a web seed when you create a torrent file.

  • Here we go in parts so you don't get lost, ok?!

      1. Add the "Browser Object" 2. Create a new Layout, rename it, and put it as a "Custom Loading Layout" (see https://www.scirra.com/tutorials/318/ho ... ng-screens) 3. Put "System: On the start of Layout" -> "Browser: Check for Updates" 4. Put "Browser: On update ready" -> "Browser: Download Update" 5. Put "Browser: On update downloaded" -> "System: Reload"

    This will make it check for a update, download it and then automatically restart the game without any Loading Screen.

    Thanks. I find it odd that I have to request a plug-in to finally get the information I need.

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ryackov

Member since 5 Sep, 2013

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