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About Davai

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  1. Mainly from the interview with Joshua Morgan at the app dev center. But also by the various articles about the game - usually more about its popularity but they all make the point that it is a flash application. I had considered LoadMovie but that happens from the user's end, so it doesn't explain it. I should probably give it up as a mystery I wont' solve, but the more difficult it is for me to figure something out, the more determined I am to do so.
  2. See this is why I am stumped by this concept.   Take the (no idea how it is popular) game Farmville. It was developed in Flash, and supposedly using Adobe's products.   There is a stage (the game itself) and movie clips played on it (the characters and animals and whatnot) - but at no time is there a delivery of the flash itself (other than the clips) to the client. I suppose one could (never played it to try) capture the individual animations, if they really wanted a little farmer taking a step or a sheep eating grass or something.  But the internal composition, the actionscript behind the input/output, the variables, the arguments, the conditions, the placement and selection of clips.. is all handled Off-Stage somehow. I have dug into the official documentation and found nothing relating to this, nor have I been able to find anything unofficial.. thus my question here.     -- Java is so much simpler.. heck C++ is simpler!
  3. Thank you for the effort at helping :)   These would each prevent someone taking the file and putting it up elsewhere, and obfuscation/encryption Might detur some from redesigning from it. But I am holding on to hope that someone can help point me in the right direction to learn how to block the download of the file(s) in the first place.  I can't really wrap my mind around how you could prevent the user obtaining files that must reach the user's browser in order to be used.. but somehow it is being done every day in pay-services that use flash, social app games, etc.
  4. Davai

    Game development with Java

      Don't obsess over speed, just follow practices and principles of whatever language and game development in general and you will be fine. I don't know about Java but this speed scare tactic on languages really has to stop and im sure Java has some way to interop with C++ just as C# does.   I am not hating on C++ either, I use the language happily with C# and neither compilers complain. Pick the language you like, avoid comparisons (seriously just avoid them or you will go mad) and enjoy.   Also what legal issues? :S   The idea that Java is inherently slow is twofold.  Firstly, the early java runtimes Were (prohibitively) slow in handling certain things. Secondly, it is Interpreted.  I would like to assume veryone here knows what this means but the new generation of programmers is woefully lacking in fundamentals..so - Imagine you wanted to add two 8bit integer values together (among the fastest processes an x86 series processor can perform if the AX register is used.) Under Java, no matter how efficient the source code, there will be a quantity of processing cycles devoted to Reading that source (or bytecode in so-called "compiled" java), more to process tables to determine the correct native process, and then sending them down. Under a compiled language, C++ for example, all of that overhead is done in advance.  Source code is read and processed and boiled down into the list of machine instructions as an Exe-cutable, Com-mand, etc. To be honest tho, if your target game is so processor-intensive to require a lower level language, then simply having enough knowledge to put the thing together likely also means you know enough to make that decision in advance.  
  5. I am currently working in 2 directions at once on unrelated projects, so if I ask a strange mix of questions don't be surprised. I finally broke down and got Flash Pro and dug into the books and the tutorials, and have a fully functioning game made (tho I haven't finished the recordkeeping via SQL yet) The problem I have now is, if I embed it somewhere on the group's site, any average user can come along and literally download the entire game (SWF) and take it apart, redesign it, whatever they like. How is it that some Facebook games are (I'm told) done entirely in Flash but manage to host a secure game where the only thing the user has access to is what the developers want them to? (I have seen links for swf encryption software, but that is a separate sort of preventative from what I am looking for.  I am more interested in learning how to limit my product's exposure to the user than I am actually doing so.)
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