I have been waaay too busy the last few months, which is why you haven't seen me around here on 64D. My last blog was in June, which is pretty disappointing. I noticed that my trend is to be very active for some time, and then become fairly unactive for some time before becoming active again. blah blah.. yeah
So now the plan is, I am going to make some few minor changes to the API, and will give out a password to download it for anyone here who is genuinely interested in using it.I did have a group where people could join and help build the API, but apparently people do not like that ability, so I will still have that available along with the password protected download of the release.THIS WILL BE READY SOON. Hopefully I will work on having more time to put the api into other games that I was planning on, and you guys will have the tools to put it into your game as well!Future plans may be to add a game add-ons ability, where you can have players purchase addons for your free games. I've drawn out the models, but it may take some time to see if it is worth the time.
Does it support LAN?
Because I really want to make a LAN game.Not natively. Since most people would have connection over the internet when on a LAN anyway, they could still connect that way. I'm assuming if you can find the address and connect through the LAN address maybe it will work? Someone may need to correct me on that..
i was working on the polished version of Fighter Valentine and I was planning to implement your API into the game, along with a few other games of mine, but then my pc went to shit in June, and I haven't been able to use it since.
I think I'll be able to get all of my stuff off of that PC soon though. I hope.If I don't, I still have a few upcoming games that I'm working on that could definitely use this.Alert: If you're doing a direct connection by IP, LAN will certainly work (and with faaar less latency than online :)
Awesome JID! You do already have access to the damn API though.
Thanks ludamad.Yeah my only concern is that I wanted to make it so that the DLL file was altered to keep some of the security outside of the source, for obvious reasons. But maybe someone can help me with that after the first release?idkAlert Games: Not sure what you mean here, you want the security separate from the DLL or what?
Also, I feel that APIs kind of need to be open source in this day and age, preferably in some public repository (you'll have to forgive me if you posted a link already). Its kinda risky for big projects to rely on components that can't be hacked onto. Although hacking a library internals should never be needed, when a small change can solve many headaches its simple pragmatism. And if its open source you can provide the fix for anyone who uses the API (potentially having it go into the official release).I want the security to be integrated with the DLL and not in the source.
Basically, if it is open source, then other people could obtain the key to the game and submit their own requests. If it is integrated, then the security would also be more platform independent.The only other way to prevent that is to somehow require people to anti-decomp their games (and preferably obfuscate).There's absolutely NO good reason to make code closed source for security reasons, sorry. This isn't true security.
https://en.wikipedia.org/wiki/Security_through_obscurityYou say that people could 'obtain the key to the game', please elaborate. I hope you realize that there are people out there competent at looking at disassembled machine code.Would anyone be interested in helping code that part? (if so send me your email)
Basically, it is more secure to have the request hashing algorithm inside the DLL rather than an open source of the instructions.Wow I am behind at getting this out.
Anyhow, @ ludamad, yes there are people out there, however, if it is simply in the source without any need to disassemble, this makes it incredibly easy to accomplish cheating methods by simply re-compiling the game with changes. If the security portion is hidden inside of the DLL, it reduces the number of cheaters, and the number of people that would have to be banned. It also makes it easier to port to other programming platforms like I have mentioned before.