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  • Haha brilliant !!

    Decent approach there winstreak

    My motive using the method I did was because it was in the line of material and techniques mozip was already using.

    The only disadvantage I see with using an animation is size related.

    A single image vs the images used for animation. (10 weapons, 10 animations etc)

  • How about making a family called obstacles, add the wall in it. and on start of layout add the family as a custom obstacle to the pathfinding ?

  • dropbox.com/s/dcxtcj12ymoipnq/ZombieViking.c3p

    Added a simple movement with clock and counter clockwise rotation, and added states (raise, strike, attack) which can be used to allow or disallow all sorts of events.

    Pretty, well, not the best, effective, yeah.

    The degrees and for angle comparison are intentionally a bit wider, so you can play with amount of degrees to move (for differing weapons)

    Also, the attack state resets upon shifting mirror.

  • google.com/search

    works just fine for me :\

    "It would be nice if the link to the c3 manual from c2 manual pages would directly link to their respective pages instead of the c3 manual home page."

    This however would be nice if it indeed directly linked to the corresponding pages instead of the manual home page.

  • Haha, very fun concept, hadn't seen anything like that yet lol

    Must say the first level, needing to find the tokens, looked a little meh, took me a bit long. (perhaps due to slowness of the player)

    And when I found the machine, wasn't expecting the shrinkage, from the there it became a lot more fun.

    Very very nice !

  • Played the first 10 levels, was fun ^_^

    Didn't get to see any ads though ...

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  • I use teleporters with 2 values, teleport.location and teleport.target

    I give the instance variables via a family with the teleport inside.

    family: TeleporterS

    object: teleporter

    location is where the teleporter is located, target is where it's going

    if you have 2 teleport objects, give them these values:

    1.

    teleporter.location = "entry"

    teleporter.target = "nextplace"

    2.

    teleporter.location = "nextplace"

    teleporter.target = "entry"

    The following events should work for the teleports, even if you add lots more, as long as they have their own location and got another teleporter targeting it.

    conditions

    player on collision with teleporter

    pick TeleporterS where location = teleporter.target

    action

    player set position to TeleporterS

    Something along those lines

  • In order to hide transaction calls from the player, you would need to encrypt the payload on client side and decrypt it on the server. Obfuscating variable names seems to be a poor measure, since ?asda34859=4000000 can be crosschecked with the score the player has made in that session and figure out that asda34859 is the score variable - not to mention development hell to map the obfuscated variables with the real database names.

    For starters, you could encode your payload in base64 and split the string in 2-3 variables.

    Yup, thats some measure you can apply to make it harder to tamper.

    There are a lot more options to make it harder, like some mentioned earlier.

  • Your missing the point:

    at no point prior is data sent visible

    Because this is not true for the browser having the app or game running.

    If I simply copy the link from the inspector, and paste it in my adress bar (with or without altered values) my transmission goes through ... and IF that link is using https ... it will also go over https

    https is security between user <--> host

    But in this scenario, the user is a potential culprit .. (for example, wanting to cheat with the biggest highscore)

  • even if u send a password as plain text if it'S through https it's encrypted so other people can'T steal it

    But that does not solve the problem mentioned here, that a user is able to see what is posted/send by means of the dev tool inspector ...

    Like, say a link sends ?player=1&score=10 ... and the user copies and tweaks it to send ?player=1&score=1000000000 ...

    No matter how much its encrypted by https ..... this user suddenly has a score of 1000000000 in the database.

    Going further, depending how data is processed server side, one could add bits of sql statements within the score, and if the data isn't properly filtered or checked, lends itself for unwanted sql injection.

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lennaert

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