Feedback Friday #422 - First Impression |
- Feedback Friday #422 - First Impression
- Trying a new platform - smartwatch
- Blend Trees can be used to combine multiple animations together, creating dynamic animations! For example, we can blend walk and run animations to simulate character acceleration! (Link to Detailed Tutorial in Comments)
- Hello r/gamedev I'm back with more free assets you can use in your projects! Whether commercially or personally
- This video is incredible as inspiration/reference
- Modeling locations Missing - The Complete Saga
- New scenes from my game now with tree and grass animations What do you think (You can also check out „thelastgameger“ on Twitter and Imstagram to see more content)
- How should we improve our wiki page?
- Hackers, Duplicate Pointers, and Cheating In MMORPG (AMA)
- First short trailer of the new sequel of Solicitude Wake-up. This is the Solicitude Mansion! Releasing in 2021
- Model Baroque Design Blender
- Need a primer on at what moment you should use events (Unity)
- Settlement concept in the recently announced game "HeatWave"- what do you think?
- Happy friyay, learn code
- Anyone need music for their game! I can do orchestral and electronic!
- What do you think of the new V.2 Stealth Vision post process? Thank you all for the much needed and greatly appreciated support
- Simple 2d Physics simulation and View Transformations in Flutter
- Clash of Lights
- Dear Gamdevs, If a person wants to be self taught Gamedev, how can he/she can be??
- Should you get a degree in game development?
- I created a puzzle with procedural level generation
- I’ve monetized my game Atomic Nonsense by using player vs player bets, so far it’s been working out
- FPS Unity game pause menu not working
- Video play on start button
- How to use Visual Studio Code with Unity Tutorial
Feedback Friday #422 - First Impression Posted: 10 Dec 2020 08:24 PM PST FEEDBACK FRIDAY #422 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All Testing services: Roast My Game (Web and Computer Games, feedback from developers and players) iBetaTest (iOS) Promotional services: Alpha Beta Gamer (All platforms) [link] [comments] | ||
Trying a new platform - smartwatch Posted: 11 Dec 2020 10:21 AM PST
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Posted: 10 Dec 2020 06:26 PM PST
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Posted: 10 Dec 2020 08:19 PM PST
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This video is incredible as inspiration/reference Posted: 10 Dec 2020 11:40 PM PST
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Modeling locations Missing - The Complete Saga Posted: 11 Dec 2020 01:07 PM PST
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Posted: 11 Dec 2020 12:32 PM PST
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How should we improve our wiki page? Posted: 11 Dec 2020 11:59 AM PST Hello folks, We are building a game named Circuits and Shields. We make different characters with different skills of combination. (One character's ultimate is like you playing Guitar Hero) We want to combine different kinds of strategies in a MOBA game. Looking for your feedback to understand what we could do more. [link] [comments] | ||
Hackers, Duplicate Pointers, and Cheating In MMORPG (AMA) Posted: 10 Dec 2020 01:09 PM PST Disclaimer: I do not condone illegal hacking or taking advantage of loop-holes/bugs in games for cheating or personal profit. This thread is not to promote, advertise, or condone hacking in any way. The intent of this thread is to hopefully inspire game developers to hold security as a top priority. My Story: I hacked multiple MMORPG for over 10 years, discovered and exploited some of the most craziest bugs to sell, help, and distribute MMORPG currencies including other valuable items for personal profit. The profit I earned was so good, that I quit my normal job and did this full time. I would earn approximately around 80,000 - 150,000 USD a year depending on how much effort I put in. Some games made over 100,000 - 500,000+ USD a month but because of the large scale operations involved and obvious indications of suspicious activity that was taking place, these zero-day exploits did not last long. Feel free to ask me anything and I will try to answer to best of my knowledge. What Impact Can A Hacker Have On My Game? Any MMORPG that has a decent player base with a strong economy, there is bound to be a black market where you can trade-in your hard earned valuable items and currency for real world money. This is no secret, as many people who play these games will see a lot of advertising inside the game's chat system offering to sell in-game currencies for real money. This presents several issues for any game developer who seeks to uphold a healthy economy for their game. Consider if you had the ability to generate as much in-game currency or valuable items as you want, what impact could you have on the game? The impact can be severe and sometimes irreversible, let me explain. First, the items generated could flood the in-game markets and deflate the value of those items which many players rely on to earn their own currency. Other issues that could arise from this is that it erodes any credibility and faith that the customers had in the game developers as a whole, including their ability to ensure a fair and stable environment to play in. If the customer's lose faith in the game developers ability to prevent hackers from ruining the game's economy, then the obvious will follow: Customers will stop playing and spending money, word will spread and the game's credibility will fade away, and profits will begin to decline more and more over time. It is important to consider these facts when designing a game and how to combat these issues. How To Prevent Hackers From Cheating The Economy? Client-side security is important, but no where near as important as server-side security. Sever-side security trumps all when it comes to preventing hackers, and like any security professional will tell you, never trust the user. That means placing checks everywhere, for anything that could go wrong even scenarios that the user wouldn't have the ability to directly make changes to. Consider that a hacker is limited in what he or she can do as far as request sent to the server which is almost always the case, that means the hacker will have to think outside the box. Instead of directly modifying specific variables on the server, the hacker can indirectly modify variables by exploiting other game mechanics that interact with the piece of code you wrote. How could a hacker achieve this? Simply by exploring all game mechanics that is accessible by the hacker and finding out how those game mechanics affect other game mechanics that the hacker doesn't have direct access to. For example, lets say player "A" begins a trade with player "B". Player "A" places a item that has a stack count of 5 into the first slot of the trade. Let us assume that in the trade contains a new pointer of the item while the original pointer of the item still exist inside the inventory. Player "A" then attempts to place the item inside the inventory into the bank while the trade remains active. At this point, there exist two pointers for the same item, one inside the trade and one inside player "A" bank which is a separate container in relationship to player "A" inventory. If player "A" and player "B" complete the trade, player "A" and player "B" now have a pointer, pointing to the same item. Normally this situation would not take place because most game developers are a bit more competent in developing a trade system for their game, but these situations can still occur even in the most popular MMORPG with some cleverness and ingenuity. If both players have the same pointer pointing to the same item, how would this look like in the database? Who is the owner of the item, does the server check if the player is the owner of the item before the player can interact with that item? In this example player "B" is now the official owner and player "A" has a copy inside the bank. Having duplicate pointers can lead to generating an unlimited amount of items depending on what the server allows and does not allow. Imagine if the server has checks put in place that check if the player is the owner before they can interact with it, well if player "B" splits off 4 from the 5 to generate a new stack, the server will allow this because player "B" is the official owner. If player "A" then attempts to split off 4 from the 5 in the inventory, the server should disconnect player "A" because player "A" is not the owner of the item. A possible bypass for this fix could be, player "B" would need to trade back the original item with a stack count of 1 to player "A", and now that player "A" is the owner of the item player "A" can then split 4 off the 5 inside the bank. If both players were to log out and log back in the game, they would both have a new stack of 4 and player "A" would also have the original stack of one. So where we originally started with 5, we now have a total of 9 by exploiting duplicate pointers. The point of this example is to demonstrate that despite a player normally not allowed access to directly modify specific things such as an item inside another player's inventory, it is still possible by exploiting duplicate pointers. Game developers need to consider that duplicate items will occur and that there should be a system put in place to always check if the player is the owner of the item, does the player meet the right conditions to interact with the item, and does the properties of the item on the server match the database? Even if a major flaw in the trade system is found and then fixed, assume that the trade system is not the only way to create duplicate pointers. Assume that hackers can create duplicate items and other valuable goods, but even if they manage to do these things they cannot interact with those duplicate or invalid pointers because the server checks if the correct conditions are met. Duplicate pointers is just one of many flaws that are exploited, the best security is when all user request modifications has to go through a series of checks before those modifications can have effect and variable updates on the server/database. Duplicate pointers are fun to mess around with but there are so many other interesting methods that can be exploited and those methods do deserve some spotlight. Should I get positive feedback I could write more on the subject, I think this topic is very interesting and hopefully leads into a conversation towards helpful ideas for all the game developers reading this. Feel free to ask me anything and I'll try to respond as soon as I can. [link] [comments] | ||
Posted: 11 Dec 2020 11:55 AM PST
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Posted: 10 Dec 2020 04:19 PM PST
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Need a primer on at what moment you should use events (Unity) Posted: 11 Dec 2020 10:43 AM PST I've been making some progress ony my card game prototype (mostly the logic), but I've been using references alot and barely any events. I've hear it makes sense for related objects to use references, like my "effects" storing a reference to the card they are part of, just in case they have any type of incremental effect (Even though that might bite me later on when I could want to recycle those for the enemies - But I guess I could just make that reference dynamic). Or the Combat_Deck which stores lists of references to cards (regular Deck is just a list, while Combat_Deck has Lists for Drawpile, Handarea,etc. and various methods like drawcard, shuffle, discard, etc.) But at which point should I stop using references and change to events? I've heard its good for connecting visuals and logic or in the case of needing to really unrelated classes to interact. How much would you use interfaces? Any basic primer on this? Does overuse impact performance? [link] [comments] | ||
Settlement concept in the recently announced game "HeatWave"- what do you think? Posted: 11 Dec 2020 10:36 AM PST
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Posted: 11 Dec 2020 10:28 AM PST
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Anyone need music for their game! I can do orchestral and electronic! Posted: 11 Dec 2020 10:20 AM PST
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Posted: 11 Dec 2020 09:24 AM PST
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Simple 2d Physics simulation and View Transformations in Flutter Posted: 11 Dec 2020 09:14 AM PST
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Posted: 11 Dec 2020 08:28 AM PST Hello friends! I just finished another hyper-casual game: Clash of Lights. I am very curious about your opinions. I added a split-screen mode for multiplayer and I find it funny. Ads are off for your comfort. [link] [comments] | ||
Dear Gamdevs, If a person wants to be self taught Gamedev, how can he/she can be?? Posted: 10 Dec 2020 10:56 PM PST Just a Gamedev aspirant asking to the Gamedev or anyone who knows [link] [comments] | ||
Should you get a degree in game development? Posted: 11 Dec 2020 07:24 AM PST
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I created a puzzle with procedural level generation Posted: 11 Dec 2020 07:23 AM PST Hi, I'm new, please be a little considerate :) I want to say that English is not my main language, so I apologize for the possible strange construction of sentences. BiographyCreating games is a recent hobby of mine, although I started programming a relatively long time ago. I started with websites (html, css, javascript), then decided to try to figure out something serious. I started learning c++ and realized that it was too early. I tried c# and it sucked me in. But learning pure c# in a week seemed so boring to me that I decided to try myself in GameDev. In fact, all these events took place about 1-2 years ago. But in GameDev, I'm still a noob and came to try myself. Well, here's the story in short :) A little about the gameAs it is written in the title of the post - this is a puzzle, namely, a maze. The point is that there are no levels. Each time the game generates a new maze. The player is a ball, the goal is to get out of the maze. Yes, there are probably a huge number of similar games, but I would only like to recruit the initial Community and then the motivation is quite small, since I spent a lot of time on the game. Important informationI need to figure out if I should continue on my way to GameDev and I need your support. If you find any bugs, write to me - this will help the development. DownloadThe game can only be downloaded from Google Play: LINK P.S. I didn't have enough money for the App Store :) [link] [comments] | ||
I’ve monetized my game Atomic Nonsense by using player vs player bets, so far it’s been working out Posted: 11 Dec 2020 10:18 AM PST
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FPS Unity game pause menu not working Posted: 11 Dec 2020 06:12 AM PST
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Posted: 11 Dec 2020 06:06 AM PST Hi I'm new to game development and I'm stuck with a problem. I just finished my game and I started making the main menu ui. So heres the thing, I want to play a video when the start/play button on the main menu screen is clicked. (Kind of like an intro cutscene) I've had 99999 google and youtube searches and I can't find a tutorial on how to make one. I need help thank you 🙏 [link] [comments] | ||
How to use Visual Studio Code with Unity Tutorial Posted: 11 Dec 2020 05:55 AM PST
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