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4

What you will need to do is replay the entire game on your sever. If you use randomness in your game then store for each player the random seed you send them on your server and then have the server play the game to validate that their moves do indeed lead to a victory. This has the advantage that other types of cheating won't work either. If it's ...


3

You want your webserver access to go through HTTPS; that will encrypt the traffic so people in the middle can't read it.


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Handling negative values There are ways to handle negative values aside from healing the high-defense enemy with your sword strike (which is weird). You could introduce a block mechanic, where if target defense > attack power, the damage is nullified. But this is imbalanced. This might mean you might encounter an opponent who you will never hit. Of ...


2

You can use websockets to resolve this problem. To be short, a websocket provides a way to exchange messages between several clients and your server. Principles Your websocket application could behave like this : Whenever someone opens your game web page, javascript will open a websocket connection with the server (You don't need any library on the ...


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You will need some client Javascript and run AJAX regularly so you can run server-side PHP and check if there are any battle requests, or during combat turns to check for any player actions.


1

I would suggest Perlin Noise to do this. Basically, generate N perlin noise values for each different factor, or, if you prefer 1 perlin noise value that gets hashed to a class (like planet, or emptiness): int x, y; // coordinates float scale; // The scale of the universe. Adjust this number to affect smoothness. float value = Perlin(x * scale, y * ...


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Actually using the overloaded construct that take a WWWForm as second parameter, WWW class is automatically considered as an http post request. Your code can be something like: WWWForm form = new WWWForm(); form.AddField( "NUMBER", aNumber ); WWW postRequest = new WWW( server_url, form );


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I don't think displaying an outline of your character will be CPU intensive (unless you have thousands of players to display). You just need to have 2 sets of images for your characters: 1 with only the outline (O sprite) and one with the rest of the character (C sprite). If you're having high tiles, you probably already draw them in the correct order ...


1

These things still usually work with SQL. Each saved game state gets a unique ID - usually a long string of hex characters - that identifies the entry in the DB. You then share this string. You could do it without SQL using Mongo or the file system or something, of course. Simpler games can get away with just encoding all of the game state into a string, ...


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tl;dr The resources should only be controlled by the Server (securely) as a decision making entity; The actual work could be offloaded to Clients and later verified lazily by the Server. Long story: How often you update the resources is up to you, your hardware and desired gameplay experience. I don't see why it requires you to update every second? What ...


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EDIT: Just read your JSON link, and this approach is very similar. Another option is to hash the information. Send the player ID, the date, and a hashed string representing the data. You can encrypt a bit of data in the string to make it uncrackable. eg. Name = Joe Timestamp = 2015-01-15 13:23:44 Your Secret = uniquecode Then you can concatenate into a ...



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