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Questions tagged [hacks]

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I'm mostly thinking about Riot's Vanguard and (what I think Valve does) with different bait memory addresses. How do these anti-cheat systems actually verify that if a packet is sent that it is ...
Aidan's user avatar
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1 vote
1 answer
364 views

I'm thinking about porting my game to Google Play, and it would be free to play with time gates which are skippable if you watch an ad. What are the ways of implementing an unhackable time gating? Is ...
Tudvari's user avatar
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1 vote
0 answers
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https://unity3d.com/security?utm_campaign=other_emea_announcement_2017-08-18-EMEA-Security-Notification&utm_content=2017-08-17-Global-Editor-Security-Notification&utm_medium=email&...
Big T Larrity's user avatar
0 votes
1 answer
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im trying to create lightweight value obscurer, against possibility to blatantly change primitive values in memory editor. Such as cheat engine. Here's what i have to far. ...
YoungDeveloper's user avatar
1 vote
2 answers
5k views

In popular multiplayer first person shooter games, there are often hacks such as Aimbot, Noclip, Speed, and other similar hacks which I know game developers deploy anti hack features to combat, but, ...
J.Todd's user avatar
  • 465
21 votes
5 answers
10k views

I have made a Javascript/html game. Now the problem I have is anyone can edit the client code and cheat in game for example there is a man shooting a enemy. Man HP:      &...
Ohmyholy's user avatar
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0 votes
1 answer
198 views

I'm in the design phase of a turn based game with low load on the server (<1 message every 10 seconds per user, <50'000 users at a time). The game is multi-platform. The protocol has not been ...
Peter's user avatar
  • 9,955
19 votes
3 answers
6k views

Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
Hatoru Hansou's user avatar
0 votes
1 answer
369 views

I want to start creating a simple multiplayer, JavaScript based, cross-platform game. Think about it as a two player mario where players can shoot each other. My question is what is the best way (or ...
Cristy's user avatar
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1 vote
0 answers
56 views

In a multiplayer game, how can you be sure that the IP from a packet is the real IP? By spoofing I could send, for example, a "suicide packet" which tells the server that the owner of said packet ...
Newbe763547634's user avatar
-2 votes
1 answer
243 views

We have made an online game very similar to Pacman. The idea is to award top scorers with various incentives and prizes. But at the end of the day, we need to keep hackers at bay so that our game app ...
Muhammad Maqsoodur Rehman's user avatar
2 votes
1 answer
635 views

I'm creating a game on Android where the enforcement of rules can only take place on client side (I can't shift it to server side...think aimbotting but in my case I wouldn't even be able to use ...
Adé's user avatar
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3 votes
4 answers
2k views

Consider a relatively small multiplayer game server, written by an individual or a small company. Some malicious user wants to boost their character stats by a factor of 100. What paths of attack ...
Lisa Ann's user avatar
  • 169
3 votes
2 answers
2k views

I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...
David Dimalanta's user avatar