Earlier quoted context omitted.
Step 4: Get DMCA'd for "circumventing" a "copyright protection system"
I'm struggling to come up with a way in which the lives system could possibly be defended as a copyright protection mechanism (it's a mechanism to funnel users into it's in app purchases, not to prevent use of unauthorized copies... and in fact copies of the software are given away freely). This is basically Gamesharking your game, which has been upheld in courts IIRC.
Winning at Candy Crush
31–40 of 148 posts
Re: Winning at Candy Crush
#32Step 1: ATT adds the 'infinite lives' interception/response to the proxy servers for the Starbucks hotspots/WiFi. Step 2: Starbucks Marketing advertises 'Unlimited Candy Crush lives at Starbucks!' Step 3: Profit! Well, assuming all of the squatters actually buy stuff.
Re: Winning at Candy Crush
#33Re: Winning at Candy Crush
#34It looks like the author is decompiling the Flash SWF for the Facebook game. Would there be an equivalent way to do this for games on an iPad/iPhone without rooting the device?
Re: Winning at Candy Crush
#35Step 1: ATT adds the 'infinite lives' interception/response to the proxy servers for the Starbucks hotspots/WiFi. Step 2: Starbucks Marketing advertises 'Unlimited Candy Crush lives at Starbucks!' Step 3: Profit! Well, assuming all of the squatters actually buy stuff.
I like it. Almost all the Candy Crush players I know set their clocks forward to instantly get more lives though.
Re: Winning at Candy Crush
#36Step 1: ATT adds the 'infinite lives' interception/response to the proxy servers for the Starbucks hotspots/WiFi. Step 2: Starbucks Marketing advertises 'Unlimited Candy Crush lives at Starbucks!' Step 3: Profit! Well, assuming all of the squatters actually buy stuff.
Step 4: Get DMCA'd for "circumventing" a "copyright protection system"
Re: Winning at Candy Crush
#37Awesome breakdown. I wrote a blog post in late September - based on some industry rumors - that speculated on whether Candy Crush was "cheating" by varying the random seed to generate monetization or retention events: http://blog.thinkgaming.com/is-candy-crush-cheating-will-it-... Based on the "seed" going back and forth at the start/end of games, I'd have to assume that they are doing something with it. Anyway to se…
They're probably generating the level with the seed. I don't think it's very useful, other than testing on their end (so they can check afterwards what the level was). By the way, if you liked this, there are more posts in that series: http://www.stavros.io/series/winning/
You could be right, but I think the seed is a lot more interesting. If you simply wanted to generate the level, you could use a random number generator on the device and wouldn't care about logging it.
As you showed by varying colors, the candy distribution determines how likely the player is to win, whether they fall just short of clearing the level, etc. This will have a significant impact on whether they pay to continue, buy boosts, etc.
Re: Winning at Candy Crush
#38What's the best solution for this, managing game state server-side? Did they do it this way to offload storage and processing for scalability reasons?
Re: Winning at Candy Crush
#39It looks like the author is decompiling the Flash SWF for the Facebook game. Would there be an equivalent way to do this for games on an iPad/iPhone without rooting the device?
Yes. Unpack the .ipa file (it's just a ZIP archive) and then use any ARM disassembler on the actual binary. It'll be harder, but not impossible to do (as we've seen by the twitter app API secret leaking some time ago).
Re: Winning at Candy Crush
#40NameError: name 'start_game' is not defined