User Tag List

Results 1 to 6 of 6

Thread: Protecting a clock based game

  1. #1
    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleSWF Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

    Join Date
    Aug 2006
    Location
    USA
    Posts
    2,970
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Protecting a clock based game

    I was just curious how a person would go about stopping someone from adjusting their computer clock and speeding up a game, which could be sort of cheating. Like say you had something that you needed to check the clock and compare, similar to FarmVille, Animal Crossing, etc. Is there any way to prevent that locally, if you had it be something you run on your PC, and not a website/server? It's something I've though about in the past and couldn't think of how you might go about doing that.

    It's not really a big deal I suppose, if someone wants to cheat on the game then that's their business (assuming you aren't doing some multiplayer or leaderboard thing). But I'm still curious if that's possible to do. I guess you could have it check some remote clock of some sort online, but I wouldn't even begin to have a clue how you'd do that. And if they had no internet access, or that server went offline, the game would essentially be broken.

    I remember reading about this iPad game, Smurf Village, which was basically a FarmVille clone, and they had to fix it because people were doing this.

  2. #2
    No Products Registered

    Join Date
    Jun 2010
    Location
    Sutton, Surrey, UK
    Posts
    90
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Protecting a clock based game

    I'd guess that the game could detect if a massive jump in time happened... And if it did, then trigger an event. But then things like Daylight Savings time would mess the game up...hmmm...I remember Petz had a protection, whereas you would skip days to speed up a petz' pregnancy, but they patched it and made it so that your pet wont give birth at all if you skip days...

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
    Fanotherpg's Avatar
    Join Date
    Jul 2006
    Location
    High Wycombe, Buckinghamshire, UK
    Posts
    3,665
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Protecting a clock based game

    Shawn you could compare by Date & Time object (and similar ones) current date and time, and in-game compare it every let's say 30 seconds or five minutes - whatever you want. Also for protection you could write a code for a day saving days as well as 27-28 day long February and just make your day. The best thing is that you don't need to do any savings on the system and everything can be built into your app.

  4. #4
    Clicker Multimedia Fusion 2 Developer

    Join Date
    Jun 2006
    Location
    Darlington, UK
    Posts
    3,298
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Protecting a clock based game

    You can't really detect the difference between someone skipping forward and someone actually leaving the game for a while. You can, however, check if they skip the clock *back*.

  5. #5
    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleSWF Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

    Join Date
    Aug 2006
    Location
    USA
    Posts
    2,970
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Re: Protecting a clock based game

    Quote Originally Posted by Dynasoft
    You can't really detect the difference between someone skipping forward and someone actually leaving the game for a while. You can, however, check if they skip the clock *back*.
    Ah I see. That makes sense.

  6. #6
    Clicker Multimedia Fusion 2
    2dgamers's Avatar
    Join Date
    Jul 2006
    Location
    United States
    Posts
    63
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Protecting a clock based game

    You would probably have to take snapshots/timestamps of the current game time and reference them every second to make sure they don't advance too far forward or back track. But it may slow the game play down. I'm not sure.

    That may be a good extension for someone to design?

Similar Threads

  1. Beta Testers Needed for my latest game Six O'Clock High!
    By colej_uk in forum Android Export Module Version 2.0
    Replies: 10
    Last Post: 9th September 2013, 07:39 PM
  2. Protecting Leaderboard scores
    By SevenSails in forum iOS Export Module Version 2.0
    Replies: 8
    Last Post: 23rd January 2013, 06:42 PM
  3. Protecting Files
    By Fimbul in forum Multimedia Fusion 2 - Technical Support
    Replies: 23
    Last Post: 31st July 2009, 01:31 AM
  4. Turn Based game help!!!
    By Aidan in forum The Games Factory 2 - Technical Support
    Replies: 0
    Last Post: 9th November 2007, 01:01 AM
  5. Wave Based game (Need Help)
    By Higgins in forum The Games Factory 2 - Technical Support
    Replies: 4
    Last Post: 17th March 2007, 05:55 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •