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Feb
3
comment How to make hard to hack leaderboards
Again, and for the last time: the sole act of being online guarantees exactly nothing. It is just one of many required features.
Feb
3
awarded  Nice Question
Feb
2
comment HTML5 game : Secure way of saving score
Duplicate, here's the right answer: gamedev.stackexchange.com/a/4189/2188 (pay attention: the accepted one is wrong!)
Feb
2
comment How to make hard to hack leaderboards
This is absolutely wrong. Just being online doesn't imply anything. Either the game logic is server-side, or you could be offline as well.
Feb
2
comment How to make hard to hack leaderboards
@TimHolt not exactly. It's an impossible problem, and the only real solution is to do it server-side. Other pseudo-solutions are less than a placebo.
Feb
2
comment How to make hard to hack leaderboards
"Clarifications: The game is running in an interpreted environment, therefore obfuscation is not practical, and the game has a lot of input (an hour's worth at least), so sending that to the server is also impractical." i.e. you want it to magically work. Uh. Not going to happen.
Feb
1
awarded  Popular Question
Jan
26
awarded  Popular Question
Jan
12
revised How do teams prevent overwriting work in source files?
+automatic merge (could be explained better, but that's a start)
Jan
7
comment How can I make A* finish faster when the destination is impassable?
@mklingen in that situation it makes sense, here… not as much.
Jan
3
comment How can I make A* finish faster when the destination is impassable?
I'm tempted to just remove the third option. It's just terrible, for the reasons already explained (while the other two are quite good).
Dec
30
awarded  Popular Question
Dec
29
comment Can I (safely) assume that people playing my game have a middle mouse button?
Actually you can't even assume a secondary mouse button… (i.e. right click)
Dec
15
awarded  Notable Question
Dec
3
revised Do I still owe Epic royalties if I am not enrolled in the Unreal Engine subscription?
added tags
Dec
2
revised Unity messes up the fileIDs
added 4 characters in body
Dec
2
comment Unity messes up the fileIDs
The only two Library/ files in the project are EditorUserSettings.asset and ProjectSettings.asset. I'm not sure if they can be related to this.
Dec
2
comment Unity messes up the fileIDs
I've edited, posting my .gitignore.
Dec
2
revised Unity messes up the fileIDs
.gitignore
Dec
2
comment Unity messes up the fileIDs
@CodeClown actually we weren't even using prefabs so far, we were just putting the sprites in the scene. And prefabbing them didn't help. Their metas are stored, as the guid actually works.