Bertie Booster's Recent Forum Activity

  • Couple of quotes from my original post will wrap this up for me, as we seem to be going in circles...but thanks for all the input...

    "I think most devs on here are blind to the real capabilities of C2 as they are running fast gaming spec PC's, many still struggle to push 60 FPS in a game that a Sega mega drive could breeze..."

    If you set the resolution to 320 x 240, strapped the maximum tick rate to 10 dropped the colours to 64 etc, etc then you might get a fairer comparison to these Sega Mega drive games, in reality the Sega Mega drive with its by then obsolete Z80 chip from the mid 70's pumping a Motorola 68000 was not a particularly powerful bit of kit and relied upon heavily optimised games often designed specifically for the platform.

    To suggest that this software is incapable of matching the megadrives performance is disingenuous.

    UOTE]

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  • I'd say the issue is that they are aware that the code is human-readable ergo anyone savvy would be able to tamper with and/or spoof the POST data.

    I personally would not send any critical data without first encrypting it. I've not been with C2 long enough to reach a stage where I've had to look at encryping data, I did notice in the plugin section there's an MD5 SHA-256 hash plugin. Worst case scenario is you use that to send some check data with each post using hidden data inside your game eg send the data "High Score = 10000 & Username = C2User" the conventional way but to prevent user from fiddling himself to top of high score table send the same data again bu append the hidden data eg the word "banana" and hash it.

    On the server end you receive the data but before you enter it on the db you again add the word banana and hash it on the server if both hashes match then insert data.

    It's much more complicated than this but unless there's cash or prizes or sensitive data at stake this sort of integrity should suffice assuming the key string is tucked away well enough as don't forget the savvy user could easily lay their hands on the entire source code from C2runtime.JS and even minified could probably work out what's what. Concantenated strings and on the fly variables such as date, user IP etc. make this job much more difficult for the spoofer.

  • Sorry to make this more confusing for you than it already is but:

    If you are making a grid based game then IMO you will be better using bullet behaviour for both player and block.

    You also need to check that the block is movable which usually means spawning a collision detector on the far side of the block to see if the space you want to move it into is empty.

  • Lose the speed.

  • set to 60 in one, then 60 in the other but don't press enter instead reselect the first one again then press enter.

  • then use either:

    block => on Created

    or

    block => Is on-screen

    Trigger once while true

  • Have you tried doing what Digitalsa suggested, it should work.

    Without the code I can only guess that you are either:

    Not setting the text to the value of the score var correctly.

    Resetting the score var to zero at an inappropriate time eg before the restart button is pressed.

  • Tbh Flary that's a very simple game, if you took a little time to learn C2 you could make that game yourself from the original artwork in just a few hours.

  • Why? Because years ago I found it softened the staccato syntax of several languages and now I'm older because it's a habit and easier to read without my glasses. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • <img src="http://s8.postimg.org/5wj1587lh/ransom.jpg" border="0" />

    This would do it.

  • Create a new layer, set the layer parallax to 0,0 put the controls on this layer and they will stay in place.

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Bertie Booster

Member since 21 Oct, 2013

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