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AppGameKit Classic Chat / Detect printscreen ?

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Phat
10
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Joined: 20th May 2014
Location:
Posted: 29th Jul 2015 19:32
Hello,

I'm working on a game with a timer. And ... I don't want people to cheat by using a printscreen.

I do not want to let the timer in the pause menu too.

I'm working on T1... There is no fonction to detect printscreen actually.

Someone tried on different platform to capture the input directly to interpret it as a printscreen ? It's possible ? Any idea ?

Thanks in advance.
Markus
Valued Member
20
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Joined: 10th Apr 2004
Location: Germany
Posted: 29th Jul 2015 19:39 Edited at: 29th Jul 2015 19:42
a game screenshot is always possible with printkey or other tools
or by operation system with hardware keys.

if you want compare who is best by a screenshot maybe
save the screenshot within agk and add a watermark or something
that other can not reproduce with photoshop.

or did you mean printscreen give the user more time at playing?
this would result in a different GetFrameTime () or can detect with Timer()

AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Phat
10
Years of Service
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Joined: 20th May 2014
Location:
Posted: 29th Jul 2015 22:14
Well, i just want to know when someone use "printscreen" on IOS and Android, like snapchat does. I think i need to do that by with the hardware inputs... (I have no IOS device to try it )

And it's like a weird things to code, because It may be different depending on platform.

My game is a puzzle game with timer, so... I don't want someone to printscreen, then "pause", then open the screen, and do the trick to finish the level quickly
Markus
Valued Member
20
Years of Service
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Joined: 10th Apr 2004
Location: Germany
Posted: 29th Jul 2015 22:43
ah understand, i make a test

AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Markus
Valued Member
20
Years of Service
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Joined: 10th Apr 2004
Location: Germany
Posted: 29th Jul 2015 22:49 Edited at: 29th Jul 2015 22:52
i believe u can use GetResumed()
that means the user leave the app and returns.
then the started puzzle game level is invalid.

and plan b seems to work at android


AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Scraggle
Moderator
21
Years of Service
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 30th Jul 2015 19:05
You could detect for any hardware key presses and hide your game screen whilst they are pressed.

AGK V2 user - Tier 1 (mostly)

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