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KyleMassacre

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Everything posted by KyleMassacre

  1. Now your getting it. But in all seriousness, I myself "try" to accommodate for all users but if I do forget something it would be both our faults for lack of communication but I do keep lots of "everything" a client asks for and exactly how they want it. I use the term Exactly otherwise I don't know what they want or how they want it. Luckilly im not so js saavy where everything I do is js so I don't run into that problem.
  2. I am kind of in the fence with this whole thing myself. I see where both sides are coming from and I will give my input even though no one asked :p [MENTION=50378]Guest[/MENTION] does make valid points. A lot of people that outsource don't really know these things otherwise they would do it themselves imho. So I think it is kind of the hired helps responsibility to take this stuff into account. You can by all means give them a disclaimer and say "Hey, your peeps will have to have js enabled" which I believe all browsers are by default but there are a few tricky people that like to turn it off for whatever reason. With that you could pinch a few extra bucks from your client and say "But I will make you one that will work for those people". Now for [MENTION=69823]jcvenom[/MENTION]'s side I am a believer in the fact that the client knows what he wants so he will tell me exactly what that is. Now I do tell them that they have to tell me what they want or it's not going in or being implemented so it is kind of the clients fault as well. But this is why disclaimers are always nice to give to clients :p
  3. Well without seeing how everything thing is done after the fact, who knows right? This is MCC which the itemuse iirc does do a check for the item but is this a custom thing? I wouldn't know it's just something for the OP to look into and hopefully it's all covered. I don't really understand the system he is creating so I am just assuming here
  4. I wouldn't cheap out on security at all and there is no real easy way to do it either. You just need to validate what the user is doing (making sure they are performing only required actions) and then sanitizing input(debatable)/output. I say debatable because depending on where you look or who you ask people argue over this, some people say that data in its natural form should be in the database and sanitized on output. Now I don't necessarily agree with this although it does cut down on the amount of code needed :p
  5. This all comes with learning my friend [MENTION=70654]Jax[/MENTION], You sound mighty familiar. Are you sure you are new to the forum? :p
  6. Ahhh, that's where you are wrong. The dropdowns create an "input" correct? Just because the user doesn't have a textbox to type in doesn't mean that it's not user data. All these people are doing is telling you where and how exploits in your code exists. You see, someone can easily open up the dev tools in there browser and change a view values around to get "their" desired effect if they so wish. Please keep in mind that any $_POST or $_GET value may be altered. That is where 99.9% of all vulnerabilities in games tend to exist. Also so since im on the subject of changing data in the source code I don't see any type of checking that the user actually owns the item. Your dropdown(s) just scan their inventory at that given moment to display statically on the screen but when the submit happens there is no checking of their inventory what so ever.
  7. More like 16 ;)   I won't lie to you and tell you that I excel in js and anyone who knows me will tell you the same :p and I would like to add that the page does look better live than in the screenshots, I hated the Textbox looking area in the pics but going to the page it does look a lot better so I have no real complaints about it other than the colors since it looks a bit bland but it works. As for your question I am currently mobile for the day but I will try and find something for you. I know I have an example on my computer somewhere.
  8. Well I will give credit for orginality but it just seems like a lot of js for something so little Where you can do something like .show(), .hide(), or .toggle().
  9. That's exactly what I wanted to write but didn't feel like it haha. I had COD, Halo and others in my mind the whole time. Even on COD, people are rushing to prestige and rank up but why? To get the status but still they are accomplishing what the game is about.
  10. I think this is where games usually fail, they promote people not to follow the way games are meant to be played. Leveling shouldn't be a real competition nor gaining the most stats. You need to set your game apart from other games. Most games do stuff like this and their life span is merely months. What will get and keep members is gameplay. I know I'm a broken record if you have followed countless threads here where a story line is key. If you have "crimes", use them to help tell your story. Set up missions to complete and use those for competitions, set up collectables and when someone completes a set reward them for it, make weapons, armor, etc level based where they have to be a certain level to use them.
  11. Well anyone got any tips for a lvl 6 warlock?
  12. Why don't you give a brief description about your game?
  13. Why didn't you just download the digital copy?
  14. Just got this for XBO and I kind of like it. I'm a little lost and only level 5 right now but if there are people who want to play and help me advance hit me up
  15. No need to apologize to me. I just don't want people thinking I made something if I didn't
  16.   You must have me confused there buddy :p I believe Cronus made a cron replacement
  17. You just need to supply PayPal with a return url in your form
  18. Social media would probably be a great place to go since a huge population of people have a facebook and Twitter. Getting a few members isn't so hard, the hard part is keeping the members you have. If you have some solid members then they usually like to play with their friends so they will invite them over to play so offer a reward for invites. I think the trick is to keep your game interesting for your old and new players and some things that kill it is: A bad balance Too easy Too hard If it's too easy for your players then new players may get discouraged by being too far behind and creating a bad balance between your game economics where players have so much money they can have everything they want and the newbies feel like they can't catch up. If if it's too hard then the first players feel like they can't advance through your game and they loose interest. If you can tackle these issues then getting players shouldn't be so difficult.
  19. I would say good practice is to do both because of the fact that a good amount of times variables are reused across the script(s). Who knows, you may be creating some sort of math equation for an attack formula which may return a float but your database is not set up for a float and it's only setup for an int. Your validation may have passed but now you want to display the result so now your getting something back that isn't right. I i know my example here isn't very good and should pose 0 risk but moral of the story is its best practice to sanitize and validate. It will help to make sure your getting the results your hoping for.
  20. Now that's up to your imagination :p
  21. I think that can potentiall mean 1 of the 2 people will never be able to attack. I was thinking more along the lines of: $dodge = rand(1,6); if($dodge == 3) { //Make the player dodge the attack } else { //Make them hit } You can potentiall use a switch to add more like give some sort of attack multipliers like a critical hit, miss, or some kind of guard increase or something
  22. What you could do is if the attackers agility is stronger than the attacked then do some sort of randomization that's not so wide and give them a boost to their agility like some sort of multiplier
  23. I know a lot of people out there won't like it. You had to have liked "This is the End" because it's the same kind crude humor.
  24. Did you try resetting your password at all?
  25. Well I'm just glad that Sony released the movie today (like 3 hours ago) and I just watched it online on YouTube.
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