Re: Love Achievements
Posted: Wed May 23, 2012 6:44 am
Thanks for all the nice words guys!
Currently there isn't any encryption but you'd need to know the unique IDs of the achievements if you want to cheat, and the unique IDs are never shown to the player (or should never be) so you'd have to extract the source code from the love files to get the IDs and cheat, and if you are willing to do that you are probably willing to just copy all the achievementSystem:UnlockAchievement() methods into love.load() and cheat that way, which I don't think there would be much I could do about.coffee wrote:It keeps a txt file "achievements.txt" (that could actually be configurable/initialized without mess with lib). Persistence worked very well as from I saw in Mega example. Only problems could be the existence of cheating/no encryption if we intend a more serious achievement system.TechnoCat wrote:Very cool library you made here.
Does it have persistence between sessions?
And probably way out of your scope, but how about a central repo for storing our achievements online with methods for comparing with other people's achievements? I've been wanting to make something like this, but I feel it needs https.
This sounds really cool, albeit something I wasn't intending to be in the scope of this project, I'll think about working on it in the future, but I'm probably going to run into the same problem as above, people could just extract the source code and cheat, except with an online system they would probably have more incentive to.Your repo idea would be nice. If Hellium extend it some day with some .lua to contact a configured server (or even provide some basic php ladder management since he seems have knowledge of it) would make this achievement system most complete.