dop2000's Forum Posts

  • You can keep your score hashed at all times. Check if the hash is correct before adding points or submitting the score.

    Or keep track of the score in 2 different variables - one in clear form and another in some encrypted/obscure format. (Multiplied by 3.14, converted to text, written backwards etc.)

    Display the clear variable in your game and don't check its integrity, allow the hacker to change it. But when it's time to submit the highscore, de-crypt the other variable and upload it.

    Unfortunately, there is no 100% protection from an experienced and determined hacker, all these tricks will only make his job a little bit harder.

  • zenox98

    Try setting the first parameter to 1.

    DETAIL=1

    THICKNESS=doesn't matter

    NUMBER OF BOLTS=10

    DISPLACEMENT=400

  • I don't have any experience with cocoon.io, does it allow you to make changes to the AndroidManifest.xml?

    You can define available screen orientations in that file.

    https://developer.android.com/guide/top ... ement.html

  • So you want the AI car to respawn after few seconds at the point where it died?

    There are a few ways to do it. I think it's better to disable the car and make it invisible, then re-enable it.

    Here is the updated CAPX:

    https://www.dropbox.com/s/bva4qv6z91c3k ... .capx?dl=0

    I fixed a few other things, like "Every tick->Wait 6 seconds", they were just too painful to see <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked">

  • You link doesn't work.

  • Do you have the same image point in all animations and in all frames?

    You can use Pin+ behavior to pin the weapon to imagepoint:

    Or you can do it without the Pin+.

    Remove Pin behavior.

    Add this event:

    System-> On every tick
       Weapon -> Set position to (Character.ImagepointX(1), Character.ImagepointY(1))
    [/code:3oj2deri]
    
    You might also want to update weapon angle depending on current animation playing or with something like this:
    [code:3oj2deri]   Weapon -> Set angle to (Character.ImagepointX(0), Character.ImagepointY(0), Character.ImagepointX(1), Character.ImagepointY(1))
    [/code:3oj2deri]
  • brunopalermo

    Wow, a real stress-test for my laptop!

    <1 fps and 99% CPU on highest settings!

  • I believe this is now resolved:

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  • kellehk

    And... one more improvement <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Dots can now fall many at once, they don't wait for other dots to stop moving.

    https://www.dropbox.com/s/qm2biem1il1p8 ... .capx?dl=0

    Pretty cool game by the way!

    You can improve controls a bit (especially if you are planning to publish it for mobile).

    Add another invisible sprite DotTouch, make it about 4 times bigger than the dot. Create a container with Dot and DotTouch for easier management, and pin DotTouch to each Dot on start of layout.

    Change your touch events:

    Touch -> On touched DotTouch

    Touch -> Is touching DotTouch

    You don't need to pick Dot inside the event, as it is in the same container, it will be picked automatically.

    And DotTouch will be destroyed automatically too.

  • Here is the file saved with version 244:

    https://www.dropbox.com/s/keqejly091y9m ... .capx?dl=0

    Hint - CAPX is actually a zip archive. You can extract it to an empty folder, open .caproj file in a Notepad or other editor and change version in this line:

    <saved-with-version>24600</saved-with-version>[/code:1noq4x2f]
  • It works for me.

    All events ("On touched", "On tap gesture" and "On double-tap") work with the list on my Android phone.

    The list looks different though, not the same as it is on PC.

  • (deleted)

    EDIT: Sorry, I misunderstood your issue.

  • RozekEnhance

    Is there an Enhance plugin for C2?

    If it's so great, why is it free, what's the catch?

  • Ok, I think I fixed it. Or at least made it slightly less broken <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    (link removed)

    I changed the way you select dots that should be moved (nearest dot which is above the cell) and I put the entire "For each cell" loop into a function, because I think it should not be executed on each tick.

    I call this function after a line has been completed or after all dots have stopped moving.

    It still uses pathfinding just to move dots, and not for its true purpose <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    You should probably replace it with MoveTo behavior or Custom Movement or something similar.

    Edit: Fixed a few more things, here is a new link:

    https://www.dropbox.com/s/5tw3tg8ilfs0b ... .capx?dl=0

  • I don't have much experience with Pathfinding plugin, but I believe it needs obstacles to find path around them. Otherwise there is no point in having it. As soon as I add solid behavior to your cell sprite, dots start falling to emptied slots.

    EDIT: sometimes they start falling, sometimes not.

    I still don't quite understand how the pathfinding behavior is supposed to work in your code.

    If you want your dots to move to a free cell, I think you need to fill occupied cells with transparent hexagonal solid blocks and then use pathfinding to find path between them.