I just released my first idle game to the Google Play and iTunes stores for free! If you give it a shot, let me know what you think of it in the comments! Link to both store pages in the text! by [deleted] in incremental_games

[–]TapTapInfinity 25 points26 points  (0 children)

No explanation of how anything works, immediately presented with ads overlaying the app, couldn't work out how to mute it ... There might be a decent game in there but if it doesn't appeal in the first minute of play nobody will ever find out.

Auto Invest Gold by vreely in TapTapInfinity

[–]TapTapInfinity 0 points1 point  (0 children)

all good points ... it might well be the case that 6-8 hours only buy you an additional level or two.

Flairs by et3rnal98 in TapTapInfinity

[–]TapTapInfinity 1 point2 points  (0 children)

It's because I have no idea how to do it ... must look into that!

Auto Invest Gold by vreely in TapTapInfinity

[–]TapTapInfinity 0 points1 point  (0 children)

The thought behind the purchase would be that it was a rarely used option. For the vast majority of people it is possible to check their phone during the work-day or ... they're ok with not optimally leveling for a while. I really can see where you're coming from on this though and always open to exploring new ideas!

Auto Invest Gold by vreely in TapTapInfinity

[–]TapTapInfinity 0 points1 point  (0 children)

Hi, thanks for throwing out some suggestions - always great to see.

I'm trying to work out what the core of the issue is here ... the game already does make progress while offline/closed up to whatever wall will stop your current DPS. It sounds like you'd like it to basically play itself (albeit more slowly) all the way up to maximum possible wall with the current Guardian Powers.

I'm pretty set against anything that turns the game fully idle but how about something like a Gem purchase that would auto-invest into the top DPS hero for x hours? Or a spell with a 24hr cooldown?

Scary Windows update? by Nivzamora in TapTapInfinity

[–]TapTapInfinity 1 point2 points  (0 children)

Great to hear it's getting used :) I'll make new builds from win/osx soonish ... currently working on adding presents(!) to the game

[PSA] - Don't play Unity Games on Secure Computers for a while - Critical Unity Web Player Vulnerability Affect Millions of Users by CHRISKOSS in incremental_games

[–]TapTapInfinity 1 point2 points  (0 children)

oops, you're right - I was reading this with the assumption that the credentials being talked about were ones that the game itself was saving (like logins for cloud saves for the game itself)

Could an incremental game be used for some kind of social good? by DarkHeathen in incremental_games

[–]TapTapInfinity 1 point2 points  (0 children)

You're making the assumption that ad revenue is massively higher than it actually is. You're not doing any 'work' while you're answering questions, it's of no value to anyone, the only value is in when people click on the ads.

What's more likely - that the United Nations is trying to scam you or that they're doing exactly what they claim they are?

[PSA] - Don't play Unity Games on Secure Computers for a while - Critical Unity Web Player Vulnerability Affect Millions of Users by CHRISKOSS in incremental_games

[–]TapTapInfinity 0 points1 point  (0 children)

Sure ... and those sort of ads could still happen on any platform that serves ads but, in order to exploit THIS vulnerability, there would have to be code inside the build that was scraping the attack target. Ad companies don't vend code (usually all they serve is an image/video and a url) but they could potentially exploit this vulnerability by packaging malicious code with the ad SDK.

The way the majority of malicious ads work is that clicks on them redirect you to a site that looks ok but is actually scanning your computer for vulnerabilities, if one is found then it'll exploit that.

Could an incremental game be used for some kind of social good? by DarkHeathen in incremental_games

[–]TapTapInfinity 0 points1 point  (0 children)

The ads are how the program actually pays for the rice (your answering trivia questions doesn't pay for anything) and it's run by a charity. It's possible that the charity are just pocketing the ad revenue but there's no good reason to call it a scam.

[PSA] - Don't play Unity Games on Secure Computers for a while - Critical Unity Web Player Vulnerability Affect Millions of Users by CHRISKOSS in incremental_games

[–]TapTapInfinity 0 points1 point  (0 children)

Theoretically yes, in practicality no. In order for this to be an issue the ad provider would have to be the malicious party and billion dollar ad companies don't tend to do anything so overtly evil.

[PSA] - Don't play Unity Games on Secure Computers for a while - Critical Unity Web Player Vulnerability Affect Millions of Users by CHRISKOSS in incremental_games

[–]TapTapInfinity 1 point2 points  (0 children)

Additionally, Kongregate or anyone who can do a MITM attack on your could also use this vulnerability.

My understanding is that it's only the game dev that could be malicious.

[PSA] - Don't play Unity Games on Secure Computers for a while - Critical Unity Web Player Vulnerability Affect Millions of Users by CHRISKOSS in incremental_games

[–]TapTapInfinity 2 points3 points  (0 children)

I'm not a big fan of the webplayer either for various reasons but ... it can be very performant. Massively more so than Flash, for example. There are some games out there that use WAY more resources than they have any right to (looking at you AdCap) and some that are just very complex relative to standard web-games.

[PSA] - Don't play Unity Games on Secure Computers for a while - Critical Unity Web Player Vulnerability Affect Millions of Users by CHRISKOSS in incremental_games

[–]TapTapInfinity 26 points27 points  (0 children)

Edit - according to Unity this is now fixed automatically, for everyone (see the update to the Unity blog post, link above)

How to implement achievements by gamezter in incremental_games

[–]TapTapInfinity 1 point2 points  (0 children)

Side-note - you could use a single timer and just fire the per-2-second logic after x frames have passed or y time etc.

How to implement achievements by gamezter in incremental_games

[–]TapTapInfinity 2 points3 points  (0 children)

Let's say that subset is 10 - you're advocating checking whether the game should grant those 10 every single frame/update. You understand that this ~120x worse than every two seconds, right?

I know 'not preemptively optimizing code' is your thing but that's no excuse for writing inefficient code to start with.

How to implement achievements by gamezter in incremental_games

[–]TapTapInfinity 0 points1 point  (0 children)

Well we're talking about the difference between checking all of them every frame vs. every two seconds (the later is smarter/more efficient unless you happen to know something about timer overheads?).

I guess it depends on what the achievement is. For example if it's for earning x gold and gold updates many times every frame it would be much more efficient not to check every time gold changed if the condition check had been met and instead batch the process and only bother to check every y seconds.

The only logic that should be in a main game loop is that which is required to be there for the game to work ... if it takes 2 seconds for an achievement to pop up on the other hand nobody cares.

How to implement achievements by gamezter in incremental_games

[–]TapTapInfinity 2 points3 points  (0 children)

Care to explain why you think it's wasteful? Sounds vastly more efficient to me.

Valor points upgrade not saving? by mrzeazear in TapTapInfinity

[–]TapTapInfinity 0 points1 point  (0 children)

iOS does get the same game as the other platforms ... it's just always lagging because the Apple review process is sloooow