shayan414
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| Joined: 11 Aug 2008 |
| Total Posts: 8090 |
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| 28 Jun 2013 11:01 PM |
| Have any of you guys played around with it? It sounds like barely anyone made an automatic one. :D |
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Legend26
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| Joined: 08 Sep 2008 |
| Total Posts: 10586 |
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| 28 Jun 2013 11:02 PM |
| It kinda has to be automatic at all if it's going to work in a game... |
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HaxHelper
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| Joined: 19 Dec 2009 |
| Total Posts: 1208 |
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shayan414
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| Joined: 11 Aug 2008 |
| Total Posts: 8090 |
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| 28 Jun 2013 11:04 PM |
| Back when I played you had to manually type the phrase to save, but now I was wondering if any of you guys had played around with an automatic version of saving a players game. |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 28 Jun 2013 11:12 PM |
@shayan
That's like....everywhere now. It just saves when the player leaves.
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MrChubbs
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| Joined: 14 Oct 2010 |
| Total Posts: 4969 |
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| 28 Jun 2013 11:15 PM |
| http://www.roblox.com/Easy-Data-Persistence-item?id=120374197 |
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shayan414
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| Joined: 11 Aug 2008 |
| Total Posts: 8090 |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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HaxHelper
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| Joined: 19 Dec 2009 |
| Total Posts: 1208 |
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| 28 Jun 2013 11:23 PM |
I think some of those systems worked by creating/decoding a key that had the stats encoded (gold, level, other crap)
it was fun because if you figured out the algorithm you could plug in arbitrary codes that gave you really high amounts of stats |
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Legend26
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| Joined: 08 Sep 2008 |
| Total Posts: 10586 |
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| 28 Jun 2013 11:26 PM |
^
They should have looked into encryption. Well, better "encryption" than they used. |
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| 28 Jun 2013 11:56 PM |
Oh my, I hope people don't use those data saving systems anymore. The ones where you had to write down a code and then type it in to restore your stats. Actually, yes I do hope people still use those. They're incredibly fun and easy to exploit.
I remember generating codes for myself and other people that would give you a million points/gold/kills/anything. They were interesting to reverse engineer :3 |
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| 29 Jun 2013 07:42 AM |
| Lol yeah, back then all you had to do was set your code to the one which a high level just chatted to log back in. |
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As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 29 Jun 2013 11:29 AM |
Hm...
If you want to play around with DP in solo/build mode too, I have a system for that: http://www.roblox.com/Data-Persistence-Simulator-updated-item?id=115939577
Also, yeh, it's everywhere now. Though I recommend saving stuff every 5th second or so, as I've heard that saving stuff on .PlayerRemoving might not always work (probably fixed)
- As, my bro says that I'm missing infinite of new items on a crappy game I played years ago c: |
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| 29 Jun 2013 11:46 AM |
| If you're referring to the games (usually RPGs) where you had to say 'load/' and 'save/', I imagine that they all used the same free model script. |
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Legend26
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| Joined: 08 Sep 2008 |
| Total Posts: 10586 |
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| 29 Jun 2013 11:48 AM |
| It isn't considering the gamescript doesn't use connectLast with PlayerRemoving so it's purely based on chance. The best thing to do is simply save whenever something changes. |
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blocco
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| Joined: 14 Aug 2008 |
| Total Posts: 29474 |
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| 29 Jun 2013 11:51 AM |
| Those devs... always not using their API |
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Legend26
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| Joined: 08 Sep 2008 |
| Total Posts: 10586 |
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| 29 Jun 2013 11:53 AM |
| Well, besides being protected (which is obviously not the problem), connectLast/First has also been deprecated. |
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blocco
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| Joined: 14 Aug 2008 |
| Total Posts: 29474 |
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| 29 Jun 2013 11:55 AM |
| So they can use PlayerRemovedLate? |
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Legend26
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| Joined: 08 Sep 2008 |
| Total Posts: 10586 |
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| 29 Jun 2013 11:59 AM |
| Yea. Forgot about that event. |
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1waffle1
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| Joined: 16 Oct 2007 |
| Total Posts: 16381 |
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| 29 Jun 2013 12:03 PM |
| Triston In Laser Tanks from 2009, I encrypted your leaderboard information with your userId and had people keep the code. I tried to make it as short as possible without memory loss. I basically just translated the numbers into base 64 and had them write it down. |
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