Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by fugufish

hi all,

been working on this for a few months, felt ready to release it today.

so, enjoy! Let me know if there're any

- bugs/tech problems.
- gameplay errors

http://apps.facebook.com/privatejoe-war

1 decade ago by Atinux

Hi,

I tested your Game and it is really cool and impressive !

I have some questions on your game, mainly on ajax request, say me if you're OK :)

(Sorry for my bad english, I'm french...)

1 decade ago by fugufish

hey thanks for the feedback! feel free to ask anything. that's what we're all here for

1 decade ago by Atinux

I would like to know how do you do for secure Ajax request on your game for not cheating ?

I saw you push a JSON format to : http://privatejoeurbanwarfare.appspot.com/saveGame for example.

And which technology use you for server side (privatejoeurbanwarfare,appspot.com) ?

Thanks to take the time to answer me :)

1 decade ago by fugufish

you can't secure the ajax. (client side script is never secure)

but you can program the server in a way that it filters out potential cheaters

example logic includes checking for absurd values, or too frequent posts, etc.

we had an interesting discussion about this here

http://impactjs.com/forums/everything-else/secure-code

PS: remember, making games is more important than making a super secure game. We are a small community and we need to keep creating games to be noticed.

1 decade ago by Atinux

It's exactly what i tink, just filter potentiel cheaters with absurde values.

The other good thing was to execute the code on the server side (impact js on server side with node js) and the ajax requests were just the commands (ex : key x pressed), this method get out cheaters but it's bad for user experience (latency....).
If you want you can see a good PDF (not by me) on this subject : http://t.co/oRvhfAl

I'm 100% OK on the fact that making a good game (user experience) is more important than his security but a bad security can do that the game become bad (if it's a MMO for example).

I hope your game will have a good success and thank you for yours answers.

1 decade ago by fugufish

yep, i share your beliefs as well.... hopefully node.js will come soon enough to ImpactJS!

1 decade ago by Atinux

Just imagine a web with Impact JS + Node JS + Socket.IO => Game cross-browser compatible (+mobile) .. .and mutliplayer in real time !

1 decade ago by fugufish

pushed a new update to the game, it now looks even prettier! Players can check out their friends' profiles

1 decade ago by Jerczu

I have mine on facebook but it is still in development :0

1 decade ago by fugufish

cool! let me know, and i can help test (as a dev).

1 decade ago by cipherz

I'm curious about the monitization of the game. I see that you are using a facebook currency which I'm not familiar with but I'm assuming it's similar to Zynga selling gold in farmville. I also see that you have close to 2000 likes. Without giving specific numbers, what percent are actually purchasing in game items or gold that allows them to do stuff in game?

This is really out of curiosity and maybe will help me and others decide how they monitize their games.

By the way I like your game. The music reminds me of Rambo back in the NES days. +1

1 decade ago by justadev

Quote from Atinux
Just imagine a web with Impact JS + Node JS + Socket.IO => Game cross-browser compatible (+mobile) .. .and mutliplayer in real time !


It already exist.. i mean without the impactjs part of course..

http://sibblingz.com/

1 decade ago by justadev

back to point on cheating.

a large popular social with millions of DAU only converts 5% of users to buy in game virtual goods and so why bother we putting a fence over that

1 decade ago by fugufish

nah the game doesn't have 2000 likes (more like 200)

yes the game monetizes using FB credits, and i'm looking at a very very low rate (probably because it's targeted at a male audience, and they don't tend to pay much for facebook games)

1 decade ago by Jerczu

@fugufish - Thanks - Its a learning experiment rather than a fully fledged game there are some errors there but all works fine. Some of the testers complained about the difficulty of my game but then if I can finish it - anyone can :) (although I am a hardcore gamer as well). I'm not monetizing at all - also not requiring users to login or post to their wall but I would use some guidance on how you integrated your game to FB.

1 decade ago by fugufish

social plugins (like boxes, bookmarks, wallposts) are relatively easy to implement. Because it's just plain JS.

http://developers.facebook.com/docs/plugins/

the nerve-wrecking part was getting the gift-messaging systems, credits, etc in place, as it involves server-side programming as well. Most devs use php, i used python.

feel free to ask very specific questions on how to implement a feature, and i'll get back to you here.
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