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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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tanger32au

Converting password to number

5 posts in this topic

Hi all,
As part of the login process for my game I am storing the username / password in a file. To protect this and stop people using the password I have written some code to take the password, convert this to ASCII code, preform two mathematical operations and save this to a file.
 
Having undertaken some testing of my code I have found a couple of things:
1) Entering "Paul" produces the same result as "luaP"
2) Entering "Lisa" produces the same result as "Bart".
Paul = 180730
luaP = 180730
Lisa = 178093
Bart = 178093
 
Here is the code I have written. This is taken from my game but changed slightly to work as a standalone program.
 
[CreatePassword]
PasswordCreate$ = ""
length = 0
PasswordCreateText = 0
PasswordCreatePro$ = ""
cls
Input "Enter a password: "; PasswordCreate$
    length = len(PasswordCreate$)
    for A = 1 to length
        PasswordCreatePro$ =  mid$(PasswordCreate$, A)
        PasswordCreateText = PasswordCreateText + asc(PasswordCreatePro$)
 
    next A
 
PasswordCreateText = PasswordCreateText  * 293
PasswordCreateText = PasswordCreateText + 62944
 
Print ""; PasswordCreateText
 
open "PassWordChecker_Temp.spf" for append as #UC
print #UC, ""; PasswordCreate$;  " = "; PasswordCreateText
close #UC
 
input "? "; RunChoice$
if RunChoice$ = "q" then gosub [EndOfTest]
gosub [CreatePassword]
 
[EndOfTest]
notice "Program closed"
end
 
Paul
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"Never roll your own crypto"

http://security.stackexchange.com/questions/18197/why-shouldnt-we-roll-our-own

If this is just for fun, or just for you and your friends or whatever, it's fun to learn how things work so doing your own crypto will be fine. Go ahead and use MD5 all you want. But if this is for something that is going on the internet, or for real users DO NOT make your own crypto algorithm. 

EDIT: Just to add, look up scrypt as well!

Edited by kiteflyingmonkey
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Thanks for the replies.

 

This is for a game I am making which is for my own use with a view to letting other people download it and play it if they want.

 

I am limited by the programming language I am using (JustBasic) so I am trying to make it the best / most secure I can within the limits of JustBasic.

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