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Greenfoot back
davmac
davmac wrote ...

2012/3/27

Greenfoot 2.2.0 beta

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davmac davmac

2012/4/5

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It's true that the functionality does open up the door, a little, for social engineering as you describe. Of course, you shouldn't enter personal information (particularly credit card details...) into any website or web application that you don't explicitly trust. I think everyone needs to understand that; while we could prevent greenfoot.org being used for such purposes (by removing this new API or limiting it to a much greater extreme) we can't control what goes on in the wider web; it is, therefore, important that students are educated about these issues anyway. Finally, we would certainly take down any scenario that we ascertained was collecting data for nefarious purposes. I personally doubt we'll see this happen, but it is something that we have talked about previously amongst the group.
DonaldDuck DonaldDuck

2012/4/6

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Is the a method that clears all data for every user in the scenario? A master reset, if you will.
bourne bourne

2012/4/6

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DonaldDuck wrote...
Is the a method that clears all data for every user in the scenario? A master reset, if you will.
I was thinking the same. More relevant as to as an option when updating a scenario in that maybe the scores previously are no longer consistent to the new difficulty/content of the game/program. Or if the stored variables are no longer storing prevalent information perhaps in the correct order or such. There should also definitely be the option not to reset stored data when updating. And I was thinking as a system for a game I am planning, that the information stored for a user could include a version indicator so that the game/program knows how to treat what it finds. Decisions for the programmer. But for updating the scenario, I could see the need for the option to clear all the data for every user for that scenario.
nccb nccb

2012/4/6

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Probably the easiest thing for us to do (to avoid having to alter the Greenfoot client) is to add a function on the website to clear the data (available to the scenario author and site admins only). I've already written the functionality to get the current data as a CSV file BTW (available to same people), I just haven't made it live on the site yet.
SPower SPower

2012/4/6

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Greenfoot 2.2 is great. I don't believe it's a beta. Within half an hour, I could integrate the highscore APIs into my scenario Jump! . I also like the built-in Counter class. Keep on building great new version of Greenfoot!
Busch2207 Busch2207

2012/4/6

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What would be about adding a Method, where you can get a List of all users in sorted order? Because then we could add a Highscore, where you can scroll through.
DonaldDuck DonaldDuck

2012/4/6

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I still think in addition to the getTop(), a getRange(int min, int max) that returns a list of users from min position to max position (inclusive)
tkiesel tkiesel

2012/4/6

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DonaldDuck wrote...
I still think in addition to the getTop(), a getRange(int min, int max) that returns a list of users from min position to max position (inclusive)
A more common Java-ism would be from min inclusive to max exclusive. And I second the call for this particular function. :)
DonaldDuck DonaldDuck

2012/4/7

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Just realized I completely forgot to finish my sentence. I still think aforementioned method *would be useful
davmac davmac

2012/4/9

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bump!
tkiesel tkiesel

2012/4/9

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How fast can data be entered and retreived from the server via PlayerData? If it's a fairly fast interface (at least when seeking the PlayerData of a specific Player), there's a definite potential for real-time multiplayer with others on the Gallery!
bourne bourne

2012/4/9

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Storing is significantly different between within Greenfoot and the gallery. It is noticeable when it is done.
davmac davmac

2012/4/9

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The intention was never to allow real-time communication. Data is stored in and retrieved from a proper database (Mysql) and this will almost certainly introduce some lag. Also, the storage server uses TCP/IP; TCP was never intended for real-time stuff; real games generally use UDP.
tkiesel tkiesel

2012/4/9

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Ahhh. So perhaps something slow and stately like Checkers or Chess.. not something twitchy and real-time like a shooter or unit-based strategy game.
bourne bourne

2012/4/9

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Even that would require crafty and unreliable means of consistent communication between multiple players. For example: a lobby for who is online and recognizing if the other player (once a game with another has somehow been established) is still there. Though I guess its possible, its definitely not supported as it has been clearly been discussed. The best thing is to have the appropriate functionality which I would like an answer from a developer if this is a wish list for the near future. On that note, I believe this topic on multiplayer has been addressed.
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