Home › Forums › Creative Content › Timing systems
- This topic has 8 replies, 6 voices, and was last updated 19 years, 2 months ago by Anonymous.
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25/10/2005 at 11:11 am #4703AnonymousInactive
Hi – just joined GD and have a query that some may know the answer to. I’m setting up an online game (not multiplayer) and wish to time how long it takes people to complete it successfully. What’s the best timing system out there and where do I go to get it? Once I get the timing mechanism, I have to try to avoid people cheating it – another hassle with online gaming!
Cheers!
D. -
25/10/2005 at 11:25 am #26601AnonymousInactive
Is it a flash game… javascript or something else??? A bit of info might help us help you
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25/10/2005 at 11:40 am #26603AnonymousInactive
The game is a puzzle and will use java and javascript – I’ll incorporate a start and end button to gauge the time taken to complete it but need a mechanism to gauge this really accurately (milliseconds) and then record it and users’ details to my server (a script presumably can sort this bit out). Quickest time wins! Any ideas, please let me know….
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25/10/2005 at 12:41 pm #26608AnonymousInactive
Is there a reason not to use the native libraries in java? Or the time functions in javascript?
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25/10/2005 at 1:07 pm #26613AnonymousInactive
Yup, doesn’t the java clock use miliseconds as standard ?
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25/10/2005 at 1:26 pm #26616AnonymousInactive
I’m not sure but I think he wants us to tell him which functions to use. I know recently one of my classmates was trying to time one of his functions in a program, using the wrong time function. I can imagine for a noob it would be a bit overwhelming to read the help file: there are quite a number of functions that can be used, from one returning a time stamp, to one giving you the number of milliseconds since the epoch, or the one giving you the number of ticks since bootup…
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25/10/2005 at 1:29 pm #26617AnonymousInactive
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25/10/2005 at 1:37 pm #26618AnonymousInactive
Hey,
I think the best thing would be to use time and date stamp to calculate overall time played take time started and time ended and time game completed and do all this on the client side and send off to server to prevent latency, then a poss to prevent some tampering would be just stick in a checker to compare time/date started/finished to see if any discrepencies and act accordingly. -
25/10/2005 at 2:27 pm #26625AnonymousInactive
What everyone else said…bar the noob comment I hate that word…
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