Time between an opening app and another opening

Hi guys

I would like to know if there a way to know how much time has spent between the opening of my game and the next  opening. Actually I found a solution. When I close the game save the current time, and when I reopen it later I make a difference between the time saved and the current time. The problem is that a clever user can move the phone’s time. This causes incorrect results in subsequent opening. I tried several games recently and I saw that it is possible to avoid this even with offline games.

Can you help me?

There are solutions for this?

Well, I couldn’t think of an idea to make it impossible using offline methods but maybe you can define an upper limit to prevent people from abusing this.

By the way, this stuff is really rare and you shouldn’t worry about it for offline games.

Thank you so much bg madclown

The use is necessary because in the game there are unlockable items after a certain period.

To give you an idea Zombie Catchers is a great line that I ask.

You can see the game here: https://play.google.com/store/apps/details?id=fi.twomenandadog.zombiecatchers&hl=it

What I’m saying is that you don’t need to spend time taking those measures because it’s pretty rare. Since this is a single player game the player won’t be able to gain advantage over other players so I see no problem here.

Let them cheat their way through if they are not bothering any other player because those are the players that won’t wait for your timers otherwise. They will see that they can’t cheat and move on to the next game. On the other hand, regular players won’t be bothered to change their phone clocks that much.

There is a plugin we offer called PlayFab. I believe they let you track those type of resources. You do have to be network connected. But users can’t mess with server clocks to cheat.

Rob

Thanks to both

bgmadclown you’re right but the fact is that I tend to consider every eventuality and annoys me not being able to handle these things.

Rob Thank you I gave you a look at the documentation, but it does not seem to handle well what I want. From what I read the time would however request from a server…

I was hoping for some commands that did not know or in a solution resulting from os.time ()

There will always be stuff you won’t be able to handle. People will pirate your game, abuse bugs in it, cheat etc. You can’t stop that. Even multi-billionaire companies are not able to do that.

I have released 4 paid games so far and I can assure you that all of them were pirated. We even tried to prevent this by integrating Google licensing to one of them but this time, our paid players started giving 1 stars because they were not able to play the game when they were not connected to the Internet (think of underground subway systems).

You need to focus on your content, apply the best possible monetization techniques to prevent people from abusing your game and let it go like in Frozen :slight_smile:

p.s.: If a cheater is not able to cheat in your game, he/she will most likely uninstall which will be bad statistics for you. Let them cheat their way through and try to monetize them in other ways.

Thanks to some tips in fact a bit of freedom might not hurt so bad. Voluntarily leave the free-way might be a good idea after all

Just wanted to come here to say that bgmadclown has the right attitude for this situation, and I look forward to a world wherein developers can focus on content, rather than whether or not someone is going to steal that content.

There are solutions for this?

Well, I couldn’t think of an idea to make it impossible using offline methods but maybe you can define an upper limit to prevent people from abusing this.

By the way, this stuff is really rare and you shouldn’t worry about it for offline games.

Thank you so much bg madclown

The use is necessary because in the game there are unlockable items after a certain period.

To give you an idea Zombie Catchers is a great line that I ask.

You can see the game here: https://play.google.com/store/apps/details?id=fi.twomenandadog.zombiecatchers&hl=it

What I’m saying is that you don’t need to spend time taking those measures because it’s pretty rare. Since this is a single player game the player won’t be able to gain advantage over other players so I see no problem here.

Let them cheat their way through if they are not bothering any other player because those are the players that won’t wait for your timers otherwise. They will see that they can’t cheat and move on to the next game. On the other hand, regular players won’t be bothered to change their phone clocks that much.

There is a plugin we offer called PlayFab. I believe they let you track those type of resources. You do have to be network connected. But users can’t mess with server clocks to cheat.

Rob

Thanks to both

bgmadclown you’re right but the fact is that I tend to consider every eventuality and annoys me not being able to handle these things.

Rob Thank you I gave you a look at the documentation, but it does not seem to handle well what I want. From what I read the time would however request from a server…

I was hoping for some commands that did not know or in a solution resulting from os.time ()

There will always be stuff you won’t be able to handle. People will pirate your game, abuse bugs in it, cheat etc. You can’t stop that. Even multi-billionaire companies are not able to do that.

I have released 4 paid games so far and I can assure you that all of them were pirated. We even tried to prevent this by integrating Google licensing to one of them but this time, our paid players started giving 1 stars because they were not able to play the game when they were not connected to the Internet (think of underground subway systems).

You need to focus on your content, apply the best possible monetization techniques to prevent people from abusing your game and let it go like in Frozen :slight_smile:

p.s.: If a cheater is not able to cheat in your game, he/she will most likely uninstall which will be bad statistics for you. Let them cheat their way through and try to monetize them in other ways.

Thanks to some tips in fact a bit of freedom might not hurt so bad. Voluntarily leave the free-way might be a good idea after all

Just wanted to come here to say that bgmadclown has the right attitude for this situation, and I look forward to a world wherein developers can focus on content, rather than whether or not someone is going to steal that content.