Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - dwarfman78

Pages: [1] 2 3 ... 6
SFML projects / Re:creation - a top down action adventure about undeads
« on: January 18, 2016, 09:19:47 am »

the hat's shadow is on a different side on the thumbnail !!!!  :'(

I prefer the old style bed, it goes better with the style of an old hermit master.

keep up with the good work !

SFML projects / Re: 2D Puzzle game
« on: January 12, 2016, 03:14:23 pm »
For example if I have two classes that derive from base, and in each derived class I add 2 new different functions, I need to make 4 virtual functions in base object?
Then I would need to implement that functions in classes that do not use them.

it often means that you have a problem in your design.

Base and Derived class are means of abstractions, if you store a vector of Base classes, then you must be sure that, where you use that vector, you only need the functions declared in the Base class.

Can you be more specific regarding those functions in derived and base classes ?

SFML projects / Re:creation - a top down action adventure about undeads
« on: December 17, 2015, 07:05:26 am »
your test is invalid because you print a's properties instead of b's.

SFML projects / Re: Non-rectangular semi-transparent window
« on: June 08, 2015, 10:35:40 am »
Is it possible to add it to SFML as a standard feature in the next release ?

SFML projects / Re:creation - a top down action rpg about undeads
« on: May 21, 2015, 10:19:05 am »
Hi Elias, i am wondering as you're using lua scripts, do you intend to let the user modify them ? If not how are you going to package them ?

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: May 20, 2015, 11:10:43 pm »
I'm working at it!
But, as I'm doing with a data and a password, the "key" is not the password alone, but how I "build" the data + password string.
I mean, the string can be, for example, something like:
score + "-" + name + "*" + password + (score - level) + equipment.

Indeed, the way you make your hash is part of the "key", i see what you mean, this is even harder to find from the binary (i am in no way an expert in decompiling software though) should be enough for this use case. I think the idea here is "as long as it is enough, it is enough"...

SFML projects / Re:creation - a top down action rpg about undeads
« on: May 20, 2015, 10:53:17 pm »
Make games not ECS. 8)

(click to show/hide)

SFML projects / Re:creation - a top down action rpg about undeads
« on: May 20, 2015, 08:11:26 pm »
i don't want to be nitpicking here but comparing ECS and OOP is like comparing mecanic and an internal combustion engine, one is just an organisation based on the concepts brought by the other. OOP is a paradigm and ECS is a pattern, well it's like you've discovered the lost ark but it exists among many patterns brought in the 90's by the "gang of four".  New paradigm brought by functional programing tends to make most of those design patterns a bit outdated but they still worth something in specific situations.

see here : http://en.wikipedia.org/wiki/Design_Patterns

To be more specific ECS is based on the Composite and Strategy patterns and polymorphism too.

In other words there's nothing wrong with OOP nor something "normal" or not with OOP, inheritance sucks over composition for sure and it tooks us a bunch of years and smell code to realize it, that's all.

btw Elias i'd love to be able to do my own pixel art for my own games as you do, they're very convincing. If i may try to be constructive here i would say that the archer guy is a bit too flashy compared to the other characters.

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: May 20, 2015, 03:37:54 pm »
Yep the hash thing is a good start i think, only if you put a place holder in the source code before you commit it.

I don't know if you do realize (many people mistake hash with cryptographic algorithm) that the hash is only for data authentication as it is not reversible (well nowadays md5 is i recommend SHA-256 or better). You still need to send the clear data with your hash and recalculate it on the server side with the concatenated password to make sure it is genuine.

Anybody can find your clear password on the client side with an hex editor and do a hash from fake data+password, but it should be more difficult to find than the link of the php file to your server ( ;) ).

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: May 19, 2015, 10:20:23 pm »
i don't know if you've read my last edit.

as for the hash thing, well it was my first guest... you could hash the data you send + a password and send it to the server with the clear data to make sure it was not tempered.

Because a hash cannot be reversed (theorically), a non player ignoring the password should not be able to send fake data to your server.

However, the password needs to be on both client and server side in a const value so that any hex editor can read it, it is not perfect but it may be enough in that case.

for the hash i recommend Stephan Brumme's Portable hashing library (http://create.stephan-brumme.com/hash-library/) which is nice and easy.

EDIT : well if you put your password into the source code it is simplier for anyone to get it and make a fake packet with a genuine signature... so the solution is not here i'm afraid.

EDIT2 : i'm some kind of editing freak tonight as i am thinking out loud, sorry guys.

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: May 19, 2015, 09:24:55 pm »

About the online scores:
- it's only available on the Windows build - I may have a Linux build soon too,
- they are experimental and can cause latency,
- you won't save a score on line if you're resuming a saved game,
- there are now 3 hi-scores screens: 10 best scores online, 10 best scores of the day, 10 best scores local.

Have fun !

Hi, good job on your game.

Although i don't think there's a definitive and yet simple solution for that topic, i think you should add at least minimum security.

Not providing source code is a disputable way of securing any protocol (after all, aren't all the best cryptographic algorithm public ?).

I am sure the community can provide some good idea on that matter if you are interested.


Ok some simple adds could discourage most of the bad intended people (like myself), for instance, you could check on the server side the http header for sfml-network related stuff (this would make it harder to fake a packet with standard tools i think).

You could also make some "game logic" related tests : is it possible to have this extraordinary score at level 2 with the base equipment ?

it would be wise to add some flood containment mecanism to the server too.

good luck, carry on.

General discussions / Re: Giving back
« on: April 01, 2015, 07:34:35 am »
(however we're also exploring some other, more flexible solutions atm)

Can you please tell us what Jenkins alternative are you talking about ?


I tested the feature with -D option on cmake cli, it worked fine on my use case (no graphics, no window, no audio)

I've just added a changing hash over time (daily, using day of the year) and multiple password server capability (one pwd for each subdomain).

SFML projects / Re: Heartbeat - a dynamic DNS client / server for GANDI DNS
« on: February 28, 2015, 04:36:55 pm »
hmm that's odd our ISP doesn't give out a public address of that type.  Strange thing is your computer should still have its own local address and if you type ipconfig in the command line it should show you what yours is.  In any event it is nice to see more utilities like this one pop up on the forum so keep up the good work. :P

Although it is more and more common to be given a permanent public ip address, it is not always the case. I need a domain name (which is permanent) to access my private networks over the internet even if my ip is changing over time.

For example, when i'm at work i enjoy listening to my home mp3 database with my phone, how do i do that  without checking my ip every morning or if the ip changes after a power failure ?

It's the same when i need to access my uncle's network which hosts some neat game servers.

There are some free providers like dyndns and no-ip but they ask you to fill a captcha every month and some sort of manual things, i'm afraid they are going to become non free solutions in the future.

Pages: [1] 2 3 ... 6