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location Belo Horizonte, Brazil
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seen Sep 18 at 23:49

Nov
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Nov
9
awarded  Popular Question
Oct
19
awarded  Commentator
Oct
19
comment General directions on developing a server side control system for JS/Canvas Action RPG
Thanks, man. I'm using it now, and saved me a lot of work.
Oct
19
comment Protecting the integrity of a game state while minimizing amount of data sent
Are you sure that you need to send data at every tick (it's real time, or in discrete turns?)? I'm currentely in VERY early stages of implementing a Canvas/Online-validated action rpg, but I'm only send requests at certain/significant actions, and I'll only send/retrieve data for the affected entities.
Oct
2
awarded  Teacher
Sep
25
comment General directions on developing a server side control system for JS/Canvas Action RPG
=( The more I think about it more flaws I see on my system. But right now the only really critical point left to cover on the server is to know if the monsters AI is working properly there in the client (cheaters can completely disable the AI just by overriding a single value). How can I penalty someone for cheating just because he was not hit by any monster anytime? At this point the threshold to point out cheaters starts to get blurry - but I think I can still cover partially this problem using my current approach allied to some game design decisions.
Sep
25
comment General directions on developing a server side control system for JS/Canvas Action RPG
Yes, the cheater can always override the data he is sending, BUT depending on the consistency checks I implement and how much data I send to the server, the player will have to do so very intelligently (to the point it'll be unpractical). And at the end of the day, the player will not be able to cheat on key things like his HP, damage, loot etc. Yes, I know that's not completely secure. it's a heuristic. But I simply don't want to have to implement a full MMO solution bring all its hindrance to gameplay, infrastructure costs etc. for a single player game.
Sep
25
answered General directions on developing a server side control system for JS/Canvas Action RPG
Sep
21
comment General directions on developing a server side control system for JS/Canvas Action RPG
I can't thank you enough. Well, it'll take a while for me to digest all you've said - I was already working on planning my client-server communication architecture that has some of the stuff you pointed on it - I'll post it as soon as I develop it a little bit further. And as curiosity just think of my game as a Monster Hunter Demake - 2D Top Down with no leveling/exp - very equip/loot centered. And it's not really very fast paced - not as fast or flooded as Diablo - more A Link to the Past pace.
Sep
21
accepted General directions on developing a server side control system for JS/Canvas Action RPG
Sep
21
asked General directions on developing a server side control system for JS/Canvas Action RPG
Sep
21
comment Anti-cheat Javascript for browser/HTML5 game
Great answer! I was writing a question on how to implement server checking, just to measure roughly how hard it is to implement server checking. You see, I don't wanna waste dozens of hours implementing a MMO-like backbone and at the end of the day it's still easily cheatable just by overriding some client request parameter or something like that. Or simply overdo what was supposed to be a simply fun game -waste effort on security instead of delivering more cool features or polish things.
Sep
21
comment RPG game engine in javascript
I think that you should always try to find some framework that suits your needs, it can save you dozen of hours of work total. The No framework path: Better for learning how to really program games. Using Framework: for delivering a better product at the end of the project.
Sep
21
awarded  Nice Question
Sep
20
comment Anti-cheat Javascript for browser/HTML5 game
Like I said in the OP, I just want some level of protection.
Sep
20
comment Anti-cheat Javascript for browser/HTML5 game
Yeah, I got that. But I'm doing the project as a hobby in the little free-time that I have. Doing that kind of server checking would the complexity of the project by a lot, making it nonviable. Well, I'll keep moving with the project knowing that, and if it start to get bigger and serious than I could come up with some serious server side controlling, probably with Node.js.
Sep
20
awarded  Scholar
Sep
20
accepted Anti-cheat Javascript for browser/HTML5 game
Sep
20
awarded  Supporter