tunepunk's Recent Forum Activity

  • Fantastic to see, that the Copy paste is working a lot better now!. Good Job ASHLEY.

    Although i have a minor request, if it's possible.

    Every time I try to copy something I get the warning message, it's a bit annoying but bearable. I get why it's there, but is it possible to add a setting so you can turn it off, and only use the internal copy and paste without warnings? That would be swell. You would get the feel like it's working as a normal application. I don't see a lot of scenarios where you would actually copy paste between different apps or instances or C3, so an option to disable the warning and only use the internal copy would be awesome! Maybe external (real clipboard) copy could be a standalone desktop version feature only.

    On a sidenote, just for ease of use. When you use Paste... is it possible to paste directly where you clicked, or at mouse pointer... instead of having to click a second time...I think that's just a personal preference that would feel a bit more natural and user friendly. Current design, you kind of get the feeling that the paste didn't work. until you click somewhere. I think that's more close to how other most software usually work. When you paste, it pastes directly, not after a second click. Maybe worth a try? Event sheet works like that so why not Layout view as well?

    Anyway great work... keep it up.

  • tunepunk Remember that anything that is client-side can be modified, so even if you do that ( comparing amount of arrows to a max value ) , the max value can still be hacked. So there is no point in that if the hackers will set their own max allowed arrows value.

    Yes that's why I'm trying to move over many the variables to be stored in photon cloud. The max arrows value is not what your client say it is. It's what photon cloud says it is. I'm trying not to store any values locally.

    Photon has pretty nice features to store variables per actor or per room. If you fire one arrow you don't get minus one to your local arrowcount, you get minus one to your photon actor property.

    Actions like these. Set actor 0 custom property "arrowcount" to Photon.PropertyOfActorNr(0,"arrowcount") -1

    So you can set your arrow count to what other players say your arrowcount is not what your client say it is

    I've not messed with it too much, I just started to move over values that way instead, but it feels a bit more safe, and a bit more hard to alter.

  • I wonder if policing variables in events would help?

    Clamping certain values i.e health and ammo; running checks on others like score such as monitoring the difference/jump in score from one second to the next, and resetting it if it's too big a jump to have happened naturally.

    I've tried some counter measures like that. For example:

    The game only allows maximum 5 arrows per player in the game. If the total game arrows are is more than what's actually allowed. (Number of players x 5) you're your actual arrow count is reset, to how much you should be allowed to have.

    Player 1 has 7 arrows.

    Player 2 has 1 arrow.

    YOU have 0 arrows.

    On the ground is 7 arrows.

    = 15.

    You won't be able to have more arrows than is allowed in the game (3x5=15), so you need to destroy one ground arrow before you can increase your arrow count.

    Works pretty well, but I probably have to spend more time on things like this to make it even more secure later. I'm probably going to move a lot of variables to be stored in the game room / photon cloud instead of locally as I'm doing now, to prevent it even further.

  • Hmmmm.... sounds pretty bad, especially if you're planning to do any type of competitive multiplayer if values can be altered like that.

    I would like to know:

    Can this be done to mobile games also?,

    Does all html5 games have this issue, or is construct games more vulnerable ?

    Can you do this to basically any game on other arcades like kongregate or newgrounds?

    I guess cheaters will always find a way to cheat, but at least you shouldn't make it easy for them to do so.

  • Yes it does matter, if you're doing something like using the same conditions over and over.

    Example:

    Event 1 - Bullet is overlapping wall, turn on particle effect

    Event 2 - Bullet is overlapping wall, play sound

    Event 3 - Bullet is overlapping wall, destroy.

    Doing something stupid as that is going to be 3 times heavier than just putting all the actions under the same condition. Above example will check overlap 3 times. Every time you use the same condition again it has to check for it again. So it's generally better to use less conditions like:

    Event 1 Bullet is overlapping wall, turn on particle effect, play sound, destroy.

    Much better than checking same conditions over and over, like above example.

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  • Good question. I think it boils down to what you wanna do. Do you want to make it more roguelike just to satisfy a certain type of player or do you wanna make the game how you would want it to be? Anyway, make the game you wanna make or is capable to make.

    I would say... take all the good things YOU like from other games, weather it's procedural or not, random or scripted. I kind of enjoy both.... sometimes it feels good to predict enemy shooting patterns, you feel you learn and get better. On the other hand you sometimes want more randomness.

    Why not use both for different kind of enemies (robots and humans)?

    Or why not have them use scripted but with some randomness?

    I don't see why you need to commit to one or the other just because everyone else does it. Why not use the best of both worlds?

  • Managed to solve it finally. Thanks for your help guys.

    http://tunepunk.com/share/scirra/orbit_movement.capx

    Link to capx if anyone needs similar movement.

  • Just so happens I'm creating game that uses that mechanic.

    Check out my template:

    https://www.dropbox.com/s/gqqa39cq2ds7k ... .capx?dl=0

    Yes something like that exactly. I just need to make the distance variable based on distance to mouse pointer.

  • I believe he wanted a constant linear speed. Here's my take on it, using your formula.

    https://www.dropbox.com/s/59lavr8k6xsb2 ... .capx?dl=0

    Close but no cigar. But I think I have something to work with. Thanks.

    What I'm trying to do is more of a movement system.

    1 The red box should always face the Mouse pointer. This is where it is looking.

    2 pressing arrow up or down should move the box closer or further from the mouse pointer.

    3. Pressing left or right should orbit the red box around the mouse pointer, clockwise or anti-clockwise. Based on the distance to the mouse pointer (this distance is relative)

    I think I have what I need from your example to solve the last few bits. Thanks.

  • I can get the speed with this formula. angle = 20 / ((2*Pi*R)/360) but the distance to the pivot can change.

    So how do I rotate something clockwise around that moving point?

  • Might sound simple but I couldn't find a definite solution in the forum.

    I have a objects that should rotate clockwise around another sprite. The distance to this sprite can vary, but the rotation speed has to be constant. For example the far one would take longer to rotate around the object the closer one would orbit faster, but they would have the same "speed". Pixels per second.

    Any idea how I would go about that?

  • Another good tip.

    Good practice is to have as few events running as possible. Place events in groups and close the groups when they are not needed. Constantly having the event sheet check through all the conditions will get heavier the more you have.

    For example: If you have an event checking the distance between objects, and none of these objects are visible on screen at the moment you can pretty much disable disable those events by putting them in a group and disable the group altogether.

    That's one of the major optimizations i did for my mobile games that gave me a lot more bang for the buck.

    I had a quite a lot of stuff constantly checking in the background every tick, after optimizations like that, basically my game was actually really using about 20% of all the events at any given moment, instead of checking through all of them. A lot of small things add up.

    So for now i always think like this.

    The best code is no code at all.

    You'll have much better performance the less your game is doing every single tick. Closing groups, and using every X seconds instead of every tick can boost performance quite a bit. Especially on mobile where you have pretty limited CPU power.

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tunepunk

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