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Character save codes.

09-03-2003, 06:06 PM#1
havy
Im currently developing an RPG style map system which can be used in multiple maps, thus letting one play many, many maps
with one hero which can be used in all maps incorporating the system.

The system is like the one used in Legacies:Tides Of The Serpent,
using a character code to save heroes.
One drawback, however is the lenght of the save code
that is needed :/

What do you think is acceptable?
my current estimates are at about 50 characters,
but somehow i think this is a bit too much.

Its really annyoing to type in even 30 characters so I wanted to
ask you for your opinion. What is ok?
09-03-2003, 06:57 PM#2
c0nnick
These posts have been made multiple times, I made one not too long ago, go check it out, my code wasnt too long, Its was... Woa, 32-33, Haha, That is long, but if u dont incorporate items, u can do it with only 20-21
09-03-2003, 07:31 PM#3
Pesmerga
I would check how many characters you can type into the text box first. Save codes are a fad, the rage for them will go away shortly. And the system can be exploited very easily, no matter how much effort you put into into it to protect it. I would suggest throwing the save codes our and make a nice, classic RPG.
09-03-2003, 07:56 PM#4
EarthxFury
save codes are too unsafe. 3rd pary programs are he way to go. wait for d=ark cresent to relese a public ver.
09-03-2003, 11:48 PM#5
Oinkerwinkle
I'd say as little as possible but as much as necessary. I'd rather type 5 more characters than have data be lost. If I had to made an encryption system, I'd break numbers down to binary and make a converter to change that binary into numbers and letters. As an added bonus, you can XORify in their name to make it work for only one person yet use no extra space!

Codes obviously are incredibly unsafe, but the average person on battle.net will not be able to just make up a decently constructed save code in their head.
09-03-2003, 11:52 PM#6
Pesmerga
But the people willing to sit down in front of a calculater with a couple codes will find the pattern easily :P
09-04-2003, 12:23 AM#7
bludragn
Has anyone thought of creating a retry limit. Also if it was possible to hide the code from other players when it is typed in would be good.
09-04-2003, 12:33 AM#8
Zeppelin_Child
leters arent the only symbols allowed in bnet names....
09-04-2003, 10:08 AM#9
havy
Quote:
save codes are too unsafe. 3rd pary programs are he way to go. wait for d=ark cresent to relese a public ver.


Well...never heard of it ... what is it? Can it be used in multiplayer games?
Thats the biggest problem... if it were a solo map, i could just have used the game cache, but its going to be multi, so screw that. :/


Quote:
Save codes are a fad, the rage for them will go away shortly


This map is supposed to work a bit different that most current
maps which use this stuff.

I plan to employ the same core system in multiple maps,
so its like a bigger game ... more like MMORPG, if it can be compared.


Quote:
I'd break numbers down to binary and make a converter to change that binary into numbers and letters. As an added bonus, you can XORify in their name to make it work for only one person yet use no extra space!



Yeah, XOR was in my mind already ( i already did some of this stuff
earlier, in C++ ... but you can't really compare =))
Im keeping that in mind for sure.


Quote:
leters arent the only symbols allowed in bnet names....


Yes, thats right ... but a fundamental problem is, that when breaking up a symbol ( a character ) into binary data,
every additional bit doubles the needed amount of different characters.

That means your fine with 5 bits per char, thats what im using.
You can easily do this with [0-9;a-z] (it a bit more than 32, which is needed, i know ). Now if I used 6 bits, i'd need 64.
It _is_ possible to achieve this with case sensitive characters plus
some special characters, but its already annyoing enough without
case sensivity.



Btw, sorry for my bad spelling, bad grammar and whatsoever.