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YOUR RMVX/ACE/XP? GAME INTERACTING WITH RMN

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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=jomarcenter
author=GreatRedSpirit
1. Sign on to RMN
2. Download AchievementCredentials.exe
3. Run AC.exe which adds credentials (ID and achievements password hash) to registry
4. Play game with RMNAchievements.dll which reads registry with achievements credentials
5. get all achievements by starting the game 1000/1000 horrifying gam score

No need for the user to type in their credentials to any sort of third party authorization reducing the chance of stealing passwords through memory watchers or fake log ins or social engineering. You do it once on a computer and it'll work across all games that support it. You don't need to log in to RMN and deal with notifications of being signed up to somebody else's game by being added as a developer confirming achievements whether you got them or not.


More on topic: Maybe I'd use it for ridiculous XTREME challenges and a bonus You Beat the Game.
Isn't this method can have vulnerability to hacker and spyware that can steal your account. Everyone can go to registry and see/or decrypt the account info nowadays.

Your english apparently isn't good enough to understand what he meant. The "password hash" can't be decrypted. If it could, I could hack into everyone's account right now.

That said, I'd still feel safer if I didn't have to input my password anywhere but the website.
Maplescore. Because Canada.
Brady
Was Built From Pixels Up
3134
My vote always just goes to the variations of 'Chievoes ...'chievoscore ...'chievementpoints...
nhubi
Liberté, égalité, fraternité
11099
author=GreatRedSpirit
1. Sign on to RMN
2. Download AchievementCredentials.exe
3. Run AC.exe which adds credentials (ID and achievements password hash) to registry
4. Play game with RMNAchievements.dll which reads registry with achievements credentials
5. get all achievements by starting the game 1000/1000 horrifying gam score

No need for the user to type in their credentials to any sort of third party authorization reducing the chance of stealing passwords through memory watchers or fake log ins or social engineering. You do it once on a computer and it'll work across all games that support it. You don't need to log in to RMN and deal with notifications of being signed up to somebody else's game by being added as a developer confirming achievements whether you got them or not.


More on topic: Maybe I'd use it for ridiculous XTREME challenges and a bonus You Beat the Game.


This, yes.

Sorry I'm not a designer/developer/artist etc of games. I'm a player. Not sure if that means my opinion has no merit on this particular discussion but I wanted to throw my two pennyworth in. I have no issue with this idea at all as long as it is opt-in. You have to choose, not have some process running from the game that identifies when you log in to RMN and goes 'oh, yes you're a member, Games X, Y & Z on your machine have the code for achievements so I'll helpfully tally them up for you and display them.'

Lots of people like getting the little achievement bonuses, personally I like a game to stand on it's own, and I'm playing for myself, not against others. I don't think either view is wrong or right, just a personal choice. As long as everyone who plays games from here, for whatever reason gets to have that choice still firmly in their hands then I think this a great add-on to the site.

Okay, I've used up my pennies. I'll go back to bug-testing now :)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Since this is really a feature for players, not designers, your opinion probably has more merit than mine in this particular discussion. And making it opt-in for the player is probably an important thing to consider.
Yeah, like LockeZ said the registry isn't for safety, it's more for making it as easy to use for players as possible. The credentials are hashed, not encrypted which implies it can be decrypted, to try and prevent people reverse engineering them. Even then I'd suggest using a different server-generated 'password' instead of the normal user password party because if an input that matches the target hash is found the attacker still can't log in to the user and partly because the server shouldn't story any form of the password except the target and salt hashes anyways so cracking the hash shouldn't mean too much.


I do agree with DFalcon too of trying to make it multiplatform because we have more than just RPG Maker on this site. A Web API would probably be the most extensible and the DLL made could just use that for easier plug and play for devs. As for credentials, the user can download rmn_credentials.gams instead of the Windows specific .exe and they can put in the directory of a game. I don't know much about macs or the various linux distributions though (windoze 4 lyfe) so there's probably a better way that I'm ignorant of. As Nhubi said, making it as easy for players as possible is key for it to be adopted even if achievements were implemented. Opt-out should be as easy as not having the credentials and a requirement of using the RMN Achievement system is that players can play the game 100% without using it.
I'm not necroposting. The topic was raised again here.
Instead of trying to create some complex way of communicating between RMN servers and thousands upon thousands of differently configured computers, and dealing with the full-time troubleshooting that will come with it, why not have players upload their save files instead?
Gamedevs that apply their game for Playerscore qualification have to outline which switches have to be set ON or which variables contain which #. If the admin in charge accepts it, that data gets inserted into the PS module so that when someone uploads a save file of any kind, it does an ID check (what game), checks what conditions are satisfied, and doles out appropriate medals and playerscore. It keeps the whole process server side and largely spares contributing gamedevs from having to fiddle with scripts and player whinings. All they'd have to do is meet some reasonable requirements.
The possibility of players cheating can be mitigated by checking other switches/variables. Make sure '0154:9th boss dead' is ON, while '0323:World still in trouble' is OFF.
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