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Topic, Coding Rules for Export/Import Functionality

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geckojsc 12 years ago
  Yeah, the export/import buttons which are built into BL compress the level data and convert it to base64, so it's not really possible for a game to have easily modifiable export codes. Even if it was, would it really matter? For most games, there's not much you can do to raw level data that can't also be done with the editor's UI too.
manufan 12 years ago
  JP uses a Base64 encrypter. However, to be able to modify this, you would need to know his decrypted code, and the syntax for it.

However, I agree, there is no point for this topic, unless there was a parent topic about coding rules. :)
gameinsky 12 years ago
  I don't understand the point of this topic? JP uses it for each of his games tho.
Garygoh884 12 years ago
  You can't just use an export code like this: 1,4,3,3,5... This code is easily modifiable and can be changed by a player by editing the code to make it easier.

The right rule to use is to have a functionality to detranslate the code into a complex-looking code. This prevents the user from modifying a complex-looking code by modifying/adding characters. If a modified code is translated back, the game identifies a code as invaild, so this code is not imported.

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Garygoh884 12 years ago
  You can't just use an export code like this: 1,4,3,3,5... This code is easily modifiable and can be changed by a player by editing the code to make it easier.

The right rule to use is to have a functionality to detranslate the code into a complex-looking code. This prevents the user from modifying a complex-looking code by modifying/adding characters. If a modified code is translated back, the game identifies a code as invaild, so this code is not imported.
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