10 Forum Posts by "HylianGoombario"
At 5/9/14 09:14 PM, HylianGoombario wrote: Thanks, I'm going to switch to phpass now. Especially since Wordpress apparently uses it!
I'm pretty impressed with thos, I definitely recommend it. It's apparently very secure, and with minimal effort required from the developer. Just hash the password (no salt), and whenever you need to compare a plaintext password to the hashed one, just use the function. Example:
// Create PasswordHash instance
$hasher=new PasswordHash(8,false);
// Hash password
$password=$hasher->HashPassword('password');
// Check password
$hasher->CheckPassword('password,$password); // returns true
Thanks, I'm going to switch to phpass now. Especially since Wordpress apparently uses it!
At 5/9/14 12:41 PM, Diki wrote: And don't use MD5 or any of the SHA variants for hashing the password. This short article should give you an idea of what to do. You don't need to treat what that article says as gospel, but there is no good reason to use MD5 or SHA-X for hashing passwords.
I'm using the PHP function crypt... I've got a password salt and everything. I think I should be good there, right?
You don't need to separate the values with three underscores, you could just put them directly side-by-side, or store each in their own cookie.
If I put the ID right next to the password, but the password hash starts with a number, I won't be able to tell when the uid stops and the password hash starts though, right? I guess two cookies might be the best idea.
At 5/9/14 12:54 AM, HylianGoombario wrote: What if I stored the cookie data as a base64-encoded string? Would that help much?No. Using a hash will be sufficient.
Should I hash the user ID too, or just the password?
So I'm developing a hobby website in PHP. I don't think I'll be facing the worst hackers can throw at me, but I do want decent security. So when it comes to logging in (and staying logged in longer than just a session), how should I store the user's data in a cookie? Let's say their user id is 3, and their password.is "purple". Is it insecure to store a cookie ith a value of "3___purple" for example? Would it be better if I stored the password as a hash? What if I stored the cookie data as a base64-encoded string? Would that help much? Advice much appreciated. Thanks!!
I'm working on a Zelda engine in Flash right now, it'll be based after A Link to the Past.
Any glitches you notice, please inform me! Here's the link (you can play it online without downloading it):
http://www.swfcabin.com/open/1378276807
When you open the game, here's what you'll see:
1. A magenta background, subject to change. Making it look nice isn't my primary concern right now, and the way I'm developing hardly ever uses the canvas so everything is attached by script. It'd be too difficult right now to make it look *and* play good.
2. An N64 logo that'll come and go in a couple seconds (OoT-inspired).
3. A title screen with a very crude logo; just press Enter.
4. Pick an empty save slot with Up/Down keys and Enter, and enter a name.
5. A menu you navigate with Up and Down keys and Enter to select. Start Game will send you to the very basic test map I have; Options will take you to a screen you can't exit, and it has nothing but some text that informs you that it's the options page and it has also cleared your save data (I use it for debugging); and Credits is another page you can't exit with minimal text.
6. If you chose Start Game, you'll be put in a small area with three octoroks throughout (the octoroks are purple squares whose only AI at the moment is to shoot, rotate 90 degreees, and repeat.)
The sword works with the spacebar. The shield blocks octorok rocks if you're facing them. (Also, the shield is an ugly grey rectangle). The other items *do not* work and are only there because I went ahead and designed part of the HUD.
At 9/3/13 06:43 PM, kkots wrote:
Yes, there is a huge slow down when the clip is playing some animation, is being rotated, scaled or skewed. Note that you can freely change its x, y position and not cause a slow down. Caching requires large amounts of memory when you need to cache lots of clips. In your case it should work fast even on old machines, I think.
Okay. All I'm doing is moving x and y of it so I should be good.
Do you need help figuring out how to determine camera position, what tiles are seen, what tiles are not seen, and adding smooth camera movement on top of everything? Or you're going to make the camera like in Warcraft 1 or 2?
I've got it. For the camera I'm just making _root follow the character. I'm still considering whether I'm going to do the constant amount of tiles thing (I know it'll be the better way but it's kinda gonna take a while to re-do the engine, but I do realize I'm probably gonna have to). I should be able to do it though. I really do appreciate your concern though! Thanks!
At 9/3/13 06:09 PM, kkots wrote: If you are using tiles, you need to keep a set number of tiles on screen, no more, no less, and control the contents of the tiles depending on camera position.
Thanks for your reply! I had considered doing that, having enough tiles just to stretch across the stage. I'll consider that.
Also, are there side affects of caching as bitmap?
I'm making an overhead Zelda game that uses a tile-based system. This is how it works:
- Movie clip called "tiles" with a 32x32 tile on each frame
- I attach one of these tiles into one of three MCs: t1, which is backdrop stuff (grass, dirt, stuff you don't run into); t2, which is walls and etc, so you can't walk through them; and t3, which is stuff you don't collide with but overlaps you (bridges, etc).
But some of my maps will get pretty large, so how can I cut down on lag (which is already appearing in 40x25 test maps)? Will making tiles offscreen "_visible=false" help? What are ways to cut down? Thanks!
Oops, meant to write this for my code:
changeLevel(_root.engine.level--);
Okay. It's been a very long time (which is why I'm using AS2 still).
My question: I have a function called changeLevel(). It has one parameter, a number.
I have a variable, I'm referencing it as _root.engine.level. As the parameter for changeLevel(), I want one less than whatever _root.engine.level is. I am doing this:
changeLevel(_root.engine.level);
But, this is rapidly subtracting from the value of _root.engine.level, which is not what I want. I just want the parameter to be one less than _root.engine.level. How can I do this?
I apologize for me not knowing this, it seems just to obvious but I've forgotten in time. Sorry, and thank you so much for any answers I'll get!

