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9h
awarded  Commentator
9h
comment Is there a way to prevent the user from playing the game simultaneously on 2 devices
It's just using the Google Play Services. Nothing Else. I don't have a personal server to use. The GPS offers a cloud saving solution, which is what I use to sync the users game across multiple devices. No 'servers' are involved other than the GPS servers.
11h
comment Is there a way to prevent the user from playing the game simultaneously on 2 devices
Yes, totally, though that means I need my own server which is what I was trying to avoid. Maybe I can replicate that using another save slot in the users cloud saves to store the active "session key". Though I guess that would mean I would have to keep polling Google to see if the data has changed, and I think I'd chew through my API calls pretty quickly that way.
11h
comment Is there a way to prevent the user from playing the game simultaneously on 2 devices
I would need my own server.
15h
awarded  Promoter
Oct
12
comment Is there a way to prevent the user from playing the game simultaneously on 2 devices
I am a little confused with your suggestion, so we make note of what device is currently 'playing' the game in the save file, so if another device pulls down the cloud save it will see that the file is busy? This would work, except I have no way to actively disconnect a device from the save file (ie: when the user goes offline all of a sudden, or if the user shuts down the app). This would 'lock up' the file.
Oct
11
comment Is there a way to prevent the user from playing the game simultaneously on 2 devices
Sure, considered that, but they'd have to manually log in and out. I'd like then to be able to put down the phone, pick up their tablet, and carry on playing. Also, if they have to manually sign out what happens if they loose their phone?
Oct
11
asked Is there a way to prevent the user from playing the game simultaneously on 2 devices
Dec
23
awarded  Supporter
Dec
23
comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
I'm starting to think that maybe I use both dijkstras and Astar. Dijkstras for the 'quickest path', and Astar for the 'least dangerous'. But then ofcourse, the problem isn't really solved and my 'least dangerous' paths are going to be pretty crummy... see image:imgur.com/VMFz6 (red = dangerzone)
Dec
23
comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
well eventually i would like the algorithm to take into consideration information one each node. for example, each node will have a 'danger' rating and I would like to use the pathing to find the quickest/least dangerous path as well. Without a grid to navigate on, the pathing can only fly straight through a dangerous area or try somewhere else completely. With my current method, the AI has a chance to fly around the dangerous areas.
Dec
23
comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
At the moment, the map is a 50x50 grid. I've introduced the path finding for primarily path finding as I will be using it to find the "safest" route after I get it working. (Certain nodes will be more dangerous as agents are destroyed on or around them, so the path finding will be able to find a safer way around). I use C# and I will be calculating the path finding up to once every few frames (fast as the player could click) and once every so often (for NPC's to route their own paths.). I use C#
Dec
23
awarded  Custodian
Dec
23
reviewed Approve suggested edit on Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
Dec
23
comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
pythagorean distance
Dec
23
comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
I was thinking the same thing. However, the problem is that all warp gates are not connected. Its simply a way to quickly travel from point A to B. So say I try the nearest warp gate - when I get to point B, if I was to (at that point) take the shortest path to the exit, i'd have the same issue. The A* would ignore any other jump gates unless they happened to be in its path.
Dec
23
awarded  Student
Dec
23
asked Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs