1. #11
    Jarr3tt88's Avatar Senior Member
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    Jan 2013
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    Re: Passcode system

    Originally Posted by JaminBen007
    Creating a "random" code is relatively easy, it's getting the game to recognise it when you enter it again that's the issue.
    Well.....I do have my simon says code....which is kinda what that is no?
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  2. #12

    Re: Passcode system

    Originally Posted by Jarr3tt88
    Well.....I do have my simon says code....which is kinda what that is no?
    Sort of. I imagine the Simon Says code is generated by the game randomly, and then copied by the player. There is however, no need for the game to store lots of codes to be applied to specific game circumstances in the future.

    My thoughts so far, are to have an 8 digit alphanumeric code which gives a possibility of 36^8 (that's about 2.8 trillion) combinations. Each digit will represent a specific aspect of the game, obviously the player will not be told which digit relates to which aspect.

    As an example, say the first digit relates to the levels in the game, and there are five levels. 5 of those characters will relate to a specific level and the other 31 will result in an invalid code. Those five characters would not be next to each other, and an invalid code would reset the passcode screen to _ _ _ _ _ _ _ _. That should be irritating enough to avoid people guessing at codes by altering digits from their own save point.

    The same system would apply to other aspects of the game, and a valid character would be needed for each digit for the code to be successful. Obviously this limits save options to 8 different game criteria, with 36 options for each, but for my own purposes I think that should be plenty.
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  3. #13

    Re: Passcode system

    Originally Posted by dasraiser
    i was thinking about this random, the problem with random based on time is the only was to get the value back to wait said time for it to be realised again! this would be a problem if the code used was generated after 30mins.

    by far the easiest way is to let the user create an open Pin Number that is used to create how the data is selected, ie what button to press when selecting the code for loading and shown when save info is displayed.

    what i would do is capture a sequence of random numbers based on a fixed seed to a vector from the start gate trigger, say 100 ticks worth and then modulate the Pin Number with this sequence somehow, and use these values to randomly set whether lb/rb is used to select the load alphanumeric data or used at the end of the game to display if the code is Lb or Rb selected. again i'd have this save data displayed well after the replay repeats so there is no chance for any other player to see the Lb/Rb code, they will only see the player inputting the base code at the start with no clue as to what Lb/Rb sequence is used.

    i personally wouldn't care if anyone wanted to guess at a code, would be interesting to see if they can break or hack it, kudos if they do . it all depends on what kind of CRC (type thing) you want to do to the data for testing integrity, i'd have some checks based on bare bones 'what is possible' to do in game.

    could be:
    Ammo count as ammo has an upper limit
    location, room ID would restrict the data
    if player on a platform
    weapon in hand, again limited number of weapon IDs
    just some of the integrity checks that can be done.

    or really by far the easiest thing to do is have a save to server in place of the replay system *hint hint*
    in my example i eliminated time and changed seed for the the random value kinda the same as yours

    its best to save as little as posible info in the generated and only do it on places where the differences between players are as small as possible(best would be exactly the same)

    you will want the player to have alot of options but very few good ones
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  4. #14

    Re: Passcode system

    Originally Posted by dasraiser
    .or really by far the easiest thing to do is have a save to server in place of the replay system *hint hint*
    This!
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