skymen's Recent Forum Activity

  • Is there a way to make some sort of collision masking or blending. Like let's say I have a solid area, and I want a sprite moving over that area that nullifies the collision on it.

    Easiest exemple would be in a top down game, moving blocks over water: You can't walk over water, but only on the blocks that move over the water, and you can move in the area of the block, but not outside of it unless another block is near (or you're out of the solid zone)

    What is the best or the easiest way to do this?

  • The link is dead, can someone reupload?

  • UP: I'm available again

  • The plugin is not available anymore, can anyone reupload it?

  • Mouveroute Editor — Now for sale in the Scirra Store!

    https://www.scirra.com/store/game-making-tools/mouveroute-editor-3396

    <p>Using the editor you can create multiple paths, link them together, and generate a code. You can then reuse the code in your game to apply a mouveroute to your objects.</p>

    Use this topic to leave comments, ask questions and talk about Mouveroute Editor

  • Hey. I'd like to know if anyone could do a plugin that would basically allow for animated text.

    Exactly like this:

    Source: https://marketplace.yoyogames.com/asset ... t_-scripts

    I 'd really need this, and my attempts at eventing this are kind of bad, because it doen't work so well.

  • Tom, well if we could at least get that XOR encryption, that'd be nice. As Ashley said, it'll mainly work as a placebo, and as it will work (a little bit), it should solve most problems: People complaining about having no encryption, and assets stealing actually dropping as it's not as easy to get the assets as it needs a little bit of knowledge, which most people that steal assets don't have.

  • So I was thinking about this some more, and I guess something we could do with hopefully minimal performance impact is something simple like XOR encrypt the project name over the content of all asset files. If it's reversed at the point of loading hopefully there won't be too much delay (although this remains to be seen), and it stops you "just opening" any asset files.

    I'm personally 100% fine with this. This is exactly what I'm asking for, as I doubt that C2 games will get too many skilled hacker around. Plus as you already said, RAM extracting is also a thing, so too heavy encryption is useless anyway.

    But as I said, I'd rather have a small encryption than no encryption at all.

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  • True, but your content has to be pretty top notch to have even the slightest chance of being stolen anyway. Just saying.

    True, and The next Penelope is a good exemple. As it did happen that someone stole assets from the game

  • Base64 is not encryption. It's just a different format for the same data. Using Base64 is like swapping PNG for JPEG, it offers no protection at all, and only works if someone knows how to extract one format but not the other, which seems unlikely.

    Base64 is also a text-based format so uses more space on disk and more memory too. So given how some people are worried about their games taking too much memory, that also seems like a bad tradeoff to make.

    Yeah, you're totally right, but it's hidden in the code or in JSON files, so harder for anyone to look into it and to change back.

    Also, I think the main use of this would be as I said to make 3rd party editors as there is no way to load animations and images from external files in C2 (tell me if I'm wrong tho)

    I wouldn't bee to concerned about your content being stolen. If it's copyrighted material, you could always wave the big lawsuit flag at the perpetrators and I'd imagine that most of them would just drop the assets and go steal them from someone else.

    Yeah, but most of the time people don't really care, because, either they did not pay attention to your warning, or they know you're not rich enough to actually open a lawsuit against him.

  • Yeah. We can always generate a few sounds at start or when a specific action is done and store and repeat the generated soud for that action. So you have a new set of sounds on each new game

  • Base64 is interesting, but it increases the size on disk considerably.

    Yeah unless someone finds a way to make some sort of data compressor. But that'd add to the loading time too I guess

    Another thing to consider for sound is that we can now generate it in in browser, and that means we don't have to rely on pre generated files.

    It does mean we need more ways/ tools to create something for game use.

    Oh yeah! That'd be sick tbh. Well, something that would really be sick af is if it were possible to retrieve sound files from bfxr, chiptone or even jukedeck! Ashley I'd love to hear you on this one, cause if this is possible then it would add a lot of sound deepness into a game even if it reduces its sound identity. That'd be a very good trade-off for fast paced arcade games or survival games where sounds and/or music are not the main focus. I can Imagine a game distantly generating a music file from Jukedeck and upload it to a server every now and then, and then would retrieve random files from said server. This would mean infinite modular original soundtrack.

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skymen

Member since 3 Aug, 2015

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