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RanBlade

Member Since 27 Feb 2003
Offline Last Active Aug 16 2014 09:19 AM

Posts I've Made

In Topic: Creating a Web-based PC emulator?

26 January 2013 - 10:01 AM

Thank you for the link. I have been looking for something like this for awhile. 


In Topic: Good community / team / chat or anything really for newbies to collaborate on...

02 November 2012 - 05:46 PM

Yme,

I have done a few group projects and for your version control I would strongly suggest GitHub. My teams have used CVS , SVN , and some less popular options and when we were finnally turned on to GitHub it became some much easier and had a lot less setup and management overhead just to get to the point of being able to version your code.

They let you have 1 repository for free. The only draw back to this is the fact the repo cannot be private. For a hobbyist and learning team this may not be so bad because it is easy to ask more experienced people to take a look at your code. GitHub also has a built in issue tracker, milestone system , and wiki. As well as unlimited collaborators.

I would also suggest mumble for any voice communications, to me it works a little bit better then vent but that is whatever flavor your into.

Just my .02 cents I hope it gives you some more things to consider and hopefully help you out a bit.

In Topic: Prevent Unauthorized Access to Server.

01 November 2012 - 10:16 AM

Generally speaking from my experience. If the html file is being served the socket.io.js file from your server

i.e.
[source lang="jscript"]<script src="http://yourdomainhere.com/node_modules/socket.io/node_modules/socket.io-client/dist/socket.io.js"></script>[/source]

Then it will connect to your server. This really isn't a problem as long as you have a login system. If you have a login system the only data they can recieve is data that is sent to all clients that is suppose to be public and any data it sends that has to be logged in tehy would need to log in. If your server checks for bad data then even if they modify the page to send "hack/cheat" data your server should see that and kick them off.

I have found that if you do the realtive path for serving the socket.io.js file then if the page is not coming from your hosting server then it will not connect. (This could be a bug in node.js/socket.io and it may not work like this for everyone) but if I do realtive path then move the client to another host(making no changes), and try to connect it will not connect.

[source lang="jscript"]<script src="../node_modules/socket.io/node_modules/socket.io-client/dist/socket.io.js"></script>[/source]



I hope this helps. Let me know if you have anymore questions.

In Topic: Tile Engine - Allegro 5 + C++

27 May 2012 - 05:35 PM

Well you could Google creating a tilemap. There are also a few books out there that discuss the subject. One off the top of my head is Data Structures for game programmers[couldn't find it on gamedev books list]. I'm pretty sure any book that discusses 2D RPG games will discuss tilemaps.

Google will probably be your best friend here though. I got this from a quick Google search. you can search more or maybe someone who has a bit more time then I do at the moment can help you out in this thread.

Hope that helps.

In Topic: Need help with unity3d

15 March 2012 - 04:09 PM

http://unity3d.com/support/resources/tutorials/2d-gameplay-tutorial.html

That link should hopefully help

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