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1  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-04-23 00:50:25
You talked a bit about the public/private key encryption which you used.  Could you discuss the actual data flow of how you use that encryption.  For example:

1) Somebody buys your game via PayPal.  What exactly happens to make their game work only for them?  How is this key generated and given to them?  How are you protected from somebody copying their key and handing it to somebody else?

2) Is there a login check when they start the game?  If so do you have a server which checks their key and authenticates it?
The general gist of it is described here on the Puppyblog. The technical part is a simple use of some straightforward Java APIS:
(snip)
BMTMicro calls a servlet with the name, address and email data (we actually ignore the address and don't use it any more); this generates the regcode using that register() method there.

Cas Smiley
Does that apply for games sold on Steam and Desura? Do they have their own platform-specific registration checks, or do you just skip it?
2  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-02-20 18:01:20
So if you want to run it in 64-bit mode you need to distribute a separate package? That's kind of a bummer.

32bit stuff works on 64bit pc / OS' just not the other way around
I know that, but you're missing out on performance increases of running on 64-bit if you only offer a 32-bit version.
3  Games Center / WIP games, tools & toy projects / Re: Beasts & Pirates on: 2012-02-20 17:04:33
Looking really nice so far! I can't wait to try it out.
4  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-02-20 16:41:09
So if you want to run it in 64-bit mode you need to distribute a separate package? That's kind of a bummer.
5  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-02-20 00:38:01
I don't use anything at all - have a look for yourself! Just an embedded JRE 7 on Windows. I use a tiny bit of C++ to make the launcher but that's the only other language involved other than plain old Java.

Cas Smiley
So you distribute a copy of the JRE with the game? What's the benefit to that as opposed to using the one they have installed (assuming they have one installed)?
6  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-02-15 20:33:39
Steam: 100k sales
Desura: 50 sales
Same time period.

Cas Smiley
Ouch. I wonder how different that would be if you weren't on Steam. Probably not much.
7  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-02-15 03:02:48
I hope I'm not necro-ing this thread, but I have a question: how do Desura sales figures compare to Steam sales and sales through your website? I'd assume it would be way lower than Steam, but how much lower, I have no idea.
8  Game Development / Game Play & Game Design / Re: What makes a Good RPG? Your thoughts/opinion. on: 2012-02-15 02:49:53
MUDs and most roguelikes are nonrepresentational.  Once you have representational graphics, where what you put on the screen really intends to describe the object, even hardcore mudders will be put off by ugly characters and environments.  Maybe not enough to stay away from the game, but they won't ignore it.


I think it's not so much "ugly" graphics that are annoying, it's graphics without a unified style. Roguelikes do have a unified graphical style, and it's much better than grabbing clip art from all over the internet for your graphics.
9  Discussions / Miscellaneous Topics / Re: Sequelitis on: 2012-02-09 03:19:52
I am now. Thanks for the link.
10  Games Center / Showcase / Re: Crusaders of Yore on: 2012-02-03 17:48:10

I suspect this is more likely because it's turn based. It's not a run and jump, it's turn based adventuring so step-pause-step-pause is sorta how it's meant to play really. Take the point though, see if I can develop some way of smoothing stuff out most of the time.

I noticed that too, but it only bothered me in the beginning when there weren't any monsters or anything on the screen. When there were guys attacking me, the turn-based feel was fine and didn't seem laggy. Maybe make the movement smooth when there's nothing else on the screen? Looks promising so far, though.
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