How can a web game store points online without giving the user the possibility to do the same call but with more points? [duplicate]
Imagine I have an HTML5 web game where the user can get points by doing certain activities. The game can be played offline, so there's not necessarily a live internet connection (note: this makes this ...
I'm developing a multiplayer game in PHP/jQuery, and naturally have to be wary of any sort of data coming from the client. At present, I have tables of data representing the map (2D roguelike), ...
I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
What is the best way to protect run-time memory from such software? We just published an online game (written on AS3, Flash, published on a social network), and pretty much all of the players got ...
In a client server game architecture, what are the possible ways to verify that the client has not modified things like gfx assets or client side scripts? Obviously no solution is perfect, but I ...
I'm working on a flash game that saves your progress locally. These saves can easily be hacked. My solution is to add an md5 hash of all the variables saved into the save file itself. When loading the ...
Browser and mobile games commonly have global highscore tables. It's also common for those tables to contain scores of 2,147,483,647 — where people have figured out the webservice call that ...
Punkbuster exists just to prevent cheating, and yet cheating is common in punkbuster enabled games. Modern Warefare 2 is seriously locked down from the end user running their own server or making any ...