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Guest
Hello,
This might be a silly topic, as it might turn into nerd talk. Let's keep it simple.
Anyways, from what I have gathered (quickly), there are no anti-cheat features in GMS2, I was just thinking about it. (The closest feature I found is obfuscation when deploying to HTML5.)
Since I am pretty new to GameMaker, I am not sure how (online) multiplayer fits into GameMaker (I saw there is an extension for networking, like websockets or something). Also I remember, I have played an open-source multiplayer shooter game which is made using GameMaker, called "Gang Garrison 2". (G'old days...)
As for Windows, I wonder, is it worth making/using a client-side anti-cheat in a multiplayer game?
What is your opinion about cheaters in GM-created games, and cheat prevention using GMS2?
What if a game is using Peer-To-Peer (P2P) networking (no central server-side)?
In my opinion: I'd not implement any client-side anti-cheat features. Instead, a server-side would be the boss for maintaining the game state, clients would only receive updates near their position, etc. while making sure a client is never allowed to set their own values (i.e. ammo, health, etc.) by sending forged net-packets to the server. So, treat client-side as read-only when it comes to multiplayer/networking. The problem is, this can't work in P2P networking model. I have no ideas on how to prevent cheating in P2P, if anyone have any ideas, please do share
Best regards!
This might be a silly topic, as it might turn into nerd talk. Let's keep it simple.
Anyways, from what I have gathered (quickly), there are no anti-cheat features in GMS2, I was just thinking about it. (The closest feature I found is obfuscation when deploying to HTML5.)
Since I am pretty new to GameMaker, I am not sure how (online) multiplayer fits into GameMaker (I saw there is an extension for networking, like websockets or something). Also I remember, I have played an open-source multiplayer shooter game which is made using GameMaker, called "Gang Garrison 2". (G'old days...)
As for Windows, I wonder, is it worth making/using a client-side anti-cheat in a multiplayer game?
What is your opinion about cheaters in GM-created games, and cheat prevention using GMS2?
What if a game is using Peer-To-Peer (P2P) networking (no central server-side)?
In my opinion: I'd not implement any client-side anti-cheat features. Instead, a server-side would be the boss for maintaining the game state, clients would only receive updates near their position, etc. while making sure a client is never allowed to set their own values (i.e. ammo, health, etc.) by sending forged net-packets to the server. So, treat client-side as read-only when it comes to multiplayer/networking. The problem is, this can't work in P2P networking model. I have no ideas on how to prevent cheating in P2P, if anyone have any ideas, please do share
Best regards!