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Dark GDK / Something IMPORTANT about images...

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Zuka
16
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Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 9th Jul 2008 02:00
I was wondering if it's possible to delete an image file after I loaded it. Will the id still be that image?

Mahoney
16
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Joined: 14th Apr 2008
Location: The Interwebs
Posted: 9th Jul 2008 02:03
Not sure why you would. I imagine it would work on that run, but not afterward because, well, it's gone.
Lilith
16
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Joined: 12th Feb 2008
Location: Dallas, TX
Posted: 9th Jul 2008 02:56
I suspect he's thinking in terms of hiding the image files in an encrypted zip file, or something similar. In order to load the image he'd extract it, load it then delete the extracted file so the user can't either catch the file name or swipe the file for their own nefarious purposes.

Lilith, Night Butterfly
I'm not a programmer but I play one in the office
Mahoney
16
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Location: The Interwebs
Posted: 9th Jul 2008 02:58
True. But, he should do that before distribution.
Zuka
16
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Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 9th Jul 2008 03:21
Actually, it downloads from an FTP.

Mahoney
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Location: The Interwebs
Posted: 9th Jul 2008 03:22
I don't recommend downloading files from an FTP server without the knowledge of the user. Not a good practice. Pre-package the materials.
Zuka
16
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Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 9th Jul 2008 03:27 Edited at: 9th Jul 2008 03:32
Hmm... ok, I'll just keep them in the distribution thing, they're not worth taking anyway. It's the .ship files I'm worried about. The client handles all ship control, so there's no verification on the server. If I left the .ship's with the client, they could easily make their ship go a lot faster than it should. Therefore, I download the .ship's from the FTP, make some universal ship objects and assign their values according to the .ship file, and delete the client-side .ship.

Here's a sample .ship, the X2 Fighter (beginner fighter).



Here's what it all means:



As you can see, it's pretty much CSV with ;'s.

At the rate I'm going, I expect FleetWars to be playable in a day or two, beta in a few weeks, and gold in a few months.

Mahoney
16
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Joined: 14th Apr 2008
Location: The Interwebs
Posted: 9th Jul 2008 03:31
Wait, if this is for an online game, you should put a few things on the FTP. Just keep in mind that bandwidth cost money. So, for a few things that really don't need to be messed with, put them on the server. The rest, just put in the distro.
Zuka
16
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Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 9th Jul 2008 03:32
Mahoney, I have an "unlimited" bandwidth package, so it's not really an issue.

Mahoney
16
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Location: The Interwebs
Posted: 9th Jul 2008 03:35
How much does that cost?
Zuka
16
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Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 9th Jul 2008 03:36
I was wondering if I should use a MySQL database on the server to store the data of the players. But now that I think of it, screw that. I'll just save them as .player files on the server computer.

Zuka
16
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Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 9th Jul 2008 03:36
It's free, Mahoney.

Mahoney
16
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Location: The Interwebs
Posted: 9th Jul 2008 03:42
*shakes head*
Zuka
16
Years of Service
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Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 9th Jul 2008 03:44
My buddy works for my web host.

Mahoney
16
Years of Service
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Joined: 14th Apr 2008
Location: The Interwebs
Posted: 9th Jul 2008 03:47
You're getting it free by knowing someone who works there?

That's why I'd like to be friends with a Microsoft employee. Xbox 360 games for $25.

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