The only real difficulty I had porting Murder over to FilteringEnabled was keeping the clients view smooth while doing a lot of requests server side.
I had to reorganize the weapons to handle animation & input clientside while actually doing stuff serverside. I ended up throwing the knife both serverside and clientside to make it possible to hit people with it (as it was moving at a very choppy FPS due to the latency)
I also had to add a few billion RemoteEvents so the client could actually do stuff to the game. The client runs under 3000 lines of code (a third of that being the custom roblox playerlist, need to compress it a bit :P) and the server runs under about 1000.
I’m not sure if it’s worth to make my place handle with FilteredEnabled. Although I’d love to see it on twitch, it’s just too big to alter it right now…
I so sorry. I promised Wsly a free character (I mean, TBH, Deathrun just works as a skillset). And I might make one for CloneTrooper solely because his murder game is my favorite (braces for impact).
Anyways this isn’t the place to talk about it.
But for real, seeing League of ROBLOX on TNL again would be great. I was so very happy the first time.
Haha, did your really edit your FR’s requests in chrome inspect element? Because I know that when you have more than 1k FR’s it only shows up as 1k+.
Anyway, I have some cool creations in the making. Hopefully you guys decide to stream wordfall someday.
After figuring out how to use RemoteEvents [I never used them before…] it seems pretty simplistic to do and shouldn’t be a problem for most things I believe.
Haha, did your really edit your FR’s requests in chrome inspect element? Because I know that when you have more than 1k FR’s it only shows up as 1k+.
Anyway, I have some cool creations in the making. Hopefully you guys decide to stream wordfall someday.[/quote]
Haha, did your really edit your FR’s requests in chrome inspect element? Because I know that when you have more than 1k FR’s it only shows up as 1k+.[/quote]
[strike]Wrong. It shows 16k+ if you have over 16 000 friend requests.[/strike] I’d find it nice of you if you didn’t make an off-topic post just to have a go at someone. That was completely unneccesary, regardless of whether the picture was actually edited or not.
[strike]And next time, make sure you’re using accurate information.[/strike]
On topic: There’s a few games I’m working on, and they all use filtering. Once they’re in a playable state, I might suggest them here.
That’s ironic.
I never insulted anyone, it simply stood out to me. I always remember it being 1k + regardless of the amount. Frankly, it looks set up anyway. I am sorry if your friend or you are hurt by my comment.
Edit: I confirmed with somebody that it is fake, it’s always 1k+
Keep it on topic; I just want to see cool games to play.
[quote] “Wrong. It shows 16k+ if you have over 16 000 friend requests.”
Unfortunately I can’t verify this either way. But I can say that at 15,700 friend requests, which I currently have, it still only shows “1k+”. [/quote]
Unfortunately I can’t verify this either way. But I can say that at 2,672 friend requests, which I currently have, it still only shows “2k+”
[quote] “Wrong. It shows 16k+ if you have over 16 000 friend requests.”
Unfortunately I can’t verify this either way. But I can say that at 15,700 friend requests, which I currently have, it still only shows “1k+”. [/quote]
A friend of mine has 20k FRs and it shows as 1k+.
16k seems like an odd number to start showing it as 16k+, instead of 1k.
[quote] “Wrong. It shows 16k+ if you have over 16 000 friend requests.”
Unfortunately I can’t verify this either way. But I can say that at 15,700 friend requests, which I currently have, it still only shows “1k+”. [/quote]
A friend of mine has 20k FRs and it shows as 1k+.
16k seems like an odd number to start showing it as 16k+, instead of 1k.[/quote]
I think using FilteringEnabled is good practice for the real-world anyway. If you are planning on going into a software development career field, learning how to stay secure is a huge priority, even if that means you have to go through a few more hoops when writing an application.
Im working on a generic survival game (as you can see) and have decided to use FilteringEnabled on it.
This will be a challenge seeing that as its a sort of world simulation, there will be a whole bunch of interactions I need to properly implement using client server communication.
Currently I dont do any latency hiding because all the methods to do it seem a bit hacky (which is why theres a tiny delay in everything you do ;_;), but it doesnt seem to be too big of a problem as long as I deal properly with the few mechanisms that actually require precise timing.
Obscurity is a multiplayer RTS game that I’ve been working on for the past week and a half. It is FilteringEnabled and is in a really playable state right now.