Job Offer - General Looking to hire: Networker and Programmer

lotsofhats

Member
Ive been working on a project for a while now and its nearing completion but is still missing some components I'd like to be implemented such as networking and a touch up on the physics side and/or in-game mechanics.

The project is a 2d type of side-scroller with physics (like a 2d bmx/bike game).

If anyone is interested, leave a comment here or pm me for further details.
Thanks.
 
I would be interested to check it out. I currently work on a huge project but am just scrolling around this forum to see if anyone has interesting projects. Hit me up on discord (Aaron#9816) or email (Aaron1997ps@gmail.com)
 
Can you elaborate on what you mean with basic networking and what you're going to use it for?
syncronizeing physics? a high score system?
 
That's why I asked, I have no idea what OP consider basic. Maybe it's just multiplayer without interaction between players but as I said, I don't know.

High score is also often a problem since you you can't trust the client with anything, hence you need to run the game on a server to keep a clean as possible high score list.
 

The-any-Key

Member
High score is also often a problem since you you can't trust the client with anything
In my ears a basic high-score is to make the client send a encrypted https message with some error checking on the server side. This would prevent most users from changing the score message to the server. And the server can have a if >999999 don't allow put in highscore check to avoid ridiculous high points.
 
sounds like a good idea but I have a hard time trusting clients. I mean, coulden't they submit a number of legit scores and scan how the game builds the score and how they send to the server (wireshark) and based on that find a pattern to create their own score?
and what do you mean by error checking?
 

The-any-Key

Member
how they send to the server (wireshark) and based on that find a pattern to create their own score?
Thats why we use https. To decrypt a https message you need the private ssl key from the server. So the player need to first hack your webhost-provider. Then catch the messages and then create his own message. So it's pretty secure.

It would be easier to hack the game itself. And if they do that, they can cheat and get a high-score anyway. It does not matter what security you have. Or if you run the game-play on a dedicated server. If they want to hack the high-score, they will be able to do so. Even AAA companies get hacked and they spend 40 - 70 million dollars on an online game.
 
Thats why we use https. To decrypt a https message you need the private ssl key from the server. So the player need to first hack your webhost-provider. Then catch the messages and then create his own message. So it's pretty secure.
Oh right, didn't slip my mind that https would affect the outgoing network traffic but that's the whole point of it. Unless you can catch the traffic before it gets encrypted but I have no idea if that's even possible without reading memory (which I guess is not enough) or decompile the game to assemble code and look at it which as I understand is not that easy (but doable).

It would be easier to hack the game itself. And if they do that, they can cheat and get a high-score anyway. It does not matter what security you have. Or if you run the game-play on a dedicated server. If they want to hack the high-score, they will be able to do so. Even AAA companies get hacked and they spend 40 - 70 million dollars on an online game.
That is true. Also, you can never rule out bots. It doesn't matter how much you try to make "life" hard for them or try to detect them, there is always a way around it.
I guess encrypted with some smart error checking is the best way to go for smaller games after all.

You obviously got more experience in the field then I do so I just like to thank you for this discussion.

I'm not sure if OP enjoy the bumps or get annoyed by the slightly off-topic discussion :p.
So, what kind of network functionality are you looking for OP?
 

lotsofhats

Member
Sorry guys, I've found a networker but I do need a programmer that understands physics. (interesting read though guys :D)

Project is in gm;s 1.4

I'm looking to do 1 of 2 things, either use Pathing points to bind fixtures, to create a solid curvy/smooth ground or using object 'ground markers' to create a fixture between each point for the ground to based off.

Currently the player doesnt detect that its touching the ground when using pathing points as fixtures but the obj ground marker does work, however its not as smooth as the pathing points.

I would need the ground system to either use the pathing points for fixtures and work as intended or to make the current obj_ground_marker smooth. (At the moment the ground markers are annoying to place maps compared to the pathing points).

I'll send both ground codes and pay for a working version to anyone that can complete the job.

Let me know if anyone is interested. Send a pm preferably.
Thanks.
 
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