Adventure Game Studio

AGS Support => Modules, Plugins & Tools => Topic started by: monkey0506 on Sun 04/12/2011 05:58:04

Title: MODULE: Password v0.5 BETA - Masked text boxes for password input.
Post by: monkey0506 on Sun 04/12/2011 05:58:04
Hi folks. Well, seeing as it's December 3rd (for a whole 18 minutes more in my timezone :P) I figured I'd better go ahead and release something. You know, coz it's December 3rd. International You May As Well Go Ahead And Release Something Day.

On somewhat of a whim (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=44902.0) I figured I'd see if I could mask the text in an AGS TextBox without utterly obliterating the existing text. From there I got a bit more ambitious, and after several hours trying to convert a rather simple C++ MD5 algorithm (http://www.zedwood.com/article/121/cpp-md5-function) into AGS code (http://img337.imageshack.us/img337/8733/unexpected.png), I decided to postpone the hashing portion of the module for now and just get some feedback on what I've done so far.

What I've done so far is this.










I'll continue trying to figure out why my MD5 hashes are coming out as something utterly different to MD5 hashes, but I thought I'd go ahead and get this out there to see what people think.

Practical Usage Examples:


Download (http://meleepta.x10host.com/Password.rar)

P.S. Sometimes BBCode can be a pain in the neck!
Title: Re: MODULE: Password v0.5 BETA - Masked text boxes for password input.
Post by: Joseph DiPerla on Sun 04/12/2011 06:18:40
Amazing job as always!
Title: Re: MODULE: Password v0.5 BETA - Masked text boxes for password input.
Post by: monkey0506 on Sun 04/12/2011 06:30:46
I like finding ways of circumnavigating the whole "no pointers to custom structs" issue, because seriously they would have been useful here. But I think I managed to get by pretty good thanks to the fact that there's a limited number of TextBox controls in the game at any given time anyway (which allowed me to create a managed set of IDs for the struct instances you're creating without you having to call a silly Init function).

I have noticed that there's a very slight delay between the actual keyboard input and when the module is intercepting it, so the characters may flash on-screen (very, very, very briefly), but given that it would only be the exact character the player is typing at that moment, and it's only visible for a fraction of a second, I'd say it's negligible. I doubt password security is a top priority for AGS games. ::)

Hopefully someone will actually find this useful. In any case, it was a fun little technical experiment on several fronts. :D
Title: Re: MODULE: Password v0.5 BETA - Masked text boxes for password input.
Post by: on Sun 04/12/2011 12:11:36
Hmm, good job indeed. I get a very brief flash, but that disappears as soon as I use windowed mode. Thumbs up.
Title: Re: MODULE: Password v0.5 BETA - Masked text boxes for password input.
Post by: dbuske on Sun 10/02/2013 16:17:06
The Link is dead.
Title: Re: MODULE: Password v0.5 BETA - Masked text boxes for password input.
Post by: monkey0506 on Sat 16/02/2013 22:43:22
The link has been updated. Host removed the "ing" suffix from the main domain my site is hosted under (although they still own both domains).