VPN/proxy detection problems

24th June 2020, 6:18 AM

It's come to my attention that there have been some issues with the VPN/proxy check falsely flagging some users. I'm working on some code that I believe will fix it (for the most part-- nothing of this nature is perfect) and it should be done tonight.

For now, if you can't log in, please post in Ask a Mod so we can whitelist your IP address.

Comments (1)

Motley Monday: On Another Level

23rd June 2020, 9:37 AM

Delay? I was simply on time for the part after when I said 160 would be out. Anyway, it's Motley Monday! 🎉


-- Games --
Platform Racing 2: https://jiggmin2.com/games/platform-racing-2

-- GitHub --
PR2 server repository: https://github.com/jacob-grahn/platform-racing-2-server
All open pull requests: https://github.com/jacob-grahn/platform-...rver/pulls

-- PR2 Changelogs --
160.0 (current): https://jiggmin2.com/forums/showthread.php?tid=2678

-- This Week's Suggestions --
@Mystery's "Set Hats for a Race": https://jiggmin2.com/forums/showthread.php?tid=2614
@Odin0030's "Custom Item Block": https://jiggmin2.com/forums/showthread.php?tid=2519
@Lunanova's "New Music 2 Race On Platforms": https://jiggmin2.com/forums/showthread.php?tid=2595

-- Posting Future Suggestions --
For JV2 Suggestions, post in the Bugs and Suggestions forum on JV2. https://jiggmin2.com/forums/forumdisplay.php?fid=37
For PR2 Suggestions, post in the PR2 Suggestions forum on JV2. https://jiggmin2.com/forums/forumdisplay.php?fid=45
For PRF Suggestions, post in the Platform Racing Forever forum on JV2. https://jiggmin2.com/forums/forumdisplay.php?fid=46

-- PRF Development --
PRF Forum: https://jiggmin2.com/forums/forumdisplay.php?fid=46
"PRF: What we know": https://jiggmin2.com/forums/showthread.php?tid=1163
GitHub Repository: https://github.com/jacob-grahn/plant-right-4

That's it for this week. Thanks for watching!

Comments (5)

PR2 v160: On Another Level

23rd June 2020, 7:27 AM

PR2 v160: On Another Level

This update contains a bunch of new features, QOL updates, moderation changes, and bug fixes.

Moderation-Related Changes

  • Player popups now show "Temp Mod" or "Trial Moderator" if a user is a temp (on the same server) or trial (anywhere) mod. Long overdue!
  • Temporary and trial moderators now have different username colors than permanent moderators. Even longer overdue! The new colors are: Temp Mod | Trial Mod. Thanks to @Ajayci 100 for this suggestion!
  • Kicked users will now see the time remaining in their kick when attempting to log in. I think someone suggested this but I can't remember who. :/
  • Kicks/mutes are now IP-based as well as account-based. Can't leave anyone out!
  • Temp Mods on public servers will now get a warning before logging out or going into the level editor. Huzzah, no more accidental de-temps! Thanks @BronxBomber for the suggestion!
  • You can now report levels that break the rules from the level information popup menu. You can access this by clicking (as opposed to hovering over) the "?" on a level.
  • "Social bans" are finally here! These are a less severe type of ban than full game bans, allowing a user to play but in a limited scope (no social features). For more information, please see the new PR2 rules. Thanks to @bi3liu for suggesting this!

QOL Changes
  • Guests can now see the Guilds tab. Why not? ¯\_(ツ)_/¯
  • The emotes list has been expanded and is now organized alphabetically. 🎉
  • The /hint command now has clickable links to the artifact level/user after the hint is fully revealed. No more unsearchable titles!
  • Some songs' titles/authors have been changed. Some of the songs hadn't previously reflected the correct title/author of the song (as some were stolen and uploaded to Newgrounds). This version corrects some of those errors.
  • The audio quality of the songs has been greatly improved. Who knew the songs could sound so good? Who knows, now you might even enjoy Switchblade.
  • There are some new description labels on some of the buttons. For instance, the PM report/delete/reply buttons now have descriptions.
  • You can now reverse the sort order on the tabs under "Players". Clicking the buttons for name/rank/hats (or guild name/active/GP for guilds) will now reverse the sort order.
  • Objective mode now has a nifty "finishes reached" indicator for players who quit before finishing. It'll appear next to that player's "finish" time.
  • Level descriptions are now a little more flashy. They're in italics. Yay formatting!
  • There a new tip under the description to click the "?" button for more information. This is to promote the level information popup from v159. A bunch of people don't know about it yet. Possibly a temporary addition.
  • The EXP gain bar's numbers are now formatted with commas. Easier on the eyes!
  • You can now see a player's progress towards their next rank-up on their player profile. Simply mouse over the rank box to see it. I'd say thanks to the person who suggested it, but it was me!
  • You can now see more information about your levels in level editor. Simply hover over the level in the load popup and you'll see all the information you see in the lobby. Thanks to @Overbeing for this suggestion (all the way back in March of 2019)!

General Changes/Additions
  • The Kong Hat now awards 2x GP instead of 1.25x EXP. Since the EXP hat makes the Kong Hat obsolete, this will hopefully breathe new life into its rate of use.
  • You can now change your stats during a happy hour. Probably one of the most requested suggestions of all time! During a HH, you'll now have 300 stat points to use at your leisure. When the HH ends or you log out, your stats will reset to your normal ones (the one you had when the HH started or you logged in). Thank you to everyone who requested it (most recently @Hyperacticpro and @Fresh Cookies)!
  • PR2 Stimulus pt. 2! The epic crown and cowboy upgrades will now be available at 500K and 5M folding at home points, respectively.
  • There's a new favorite levels tab! It's located at the top-right of the lobby (looks like a small heart icon). This is for you! Add a level to this list by clicking the new "add to favorites" button on the bottom-left of the level. You can play these levels with players on the search tab or their own favorites tab (if they have the same level added). Thanks to @Northadox for suggesting this!
  • NEW SONGS! Two new songs have been added in this version: Toodaloo by @mustangman and Night Shade by @TRUC. Thanks for the songs, fellas!
  • NEW HAT! The cheese hat lets you break crumble blocks instantly from the bottom (if not crouching)/left/right, and much quicker than normal from the top. Thanks to @Thales4000 for suggesting this wayyyy back in 2013!
  • NEW GAME MODE! In Hat Attack mode, your goal is to get all the hats. Steal all the hats and keep them for 5 seconds to finish! When you finish, you'll drop all of your hats so the others can keep playing. Note: This mode requires at least two players. Thanks to @Thales4000 for suggesting this, also wayyyy back in 2013!

  • Level passwords are now saved properly in all instances. There previously was a bug that only saved the level password the first time you set one but not in subsequent saves.
  • Cowboy hats and speed bursts no longer hate each other. So glad to be done with this (knock on wood). Thanks to @bi3liu for reporting this!
  • The chance of SFCM indicator on the level information popup now displays the correct chance %. It previously displayed 5% on every level, no matter the actual chance. Thanks for the report, @_Athena_!
  • Course play/cancel menus should now work as intended. Thanks for the report, @Antonhs!
  • The color picker now always displays the correct color. Turns out this was reported way back in March of 2019! Thanks, @Camer the Dragon!
  • Fixed a bug where a level ID search would fail in some circumstances. This occurred when pressing "Play" on a level's information popup. If coming from another tab and a search previously made ended on a page other than 1, the level ID search would potato. I think. It's been so long since I fixed this.
  • Characters on the level save popup now count properly. Previously, the counts would fail when opening the save popup for an existing level. Thanks to @AspectZero for reporting this!
  • Lists under the players tab now sort properly. I totally didn't add an entirely new feature to circumvent fixing this and this.
  • The Jellyfish Hat's sting sound effect is now limited to the area within which one would expect to hear it. Previously, it would be audible throughout the entire level. Thanks for the report, @LCPD!
  • The Unicorn Head's mouth appears normally again. I suspect this is a bug leftover from epic upgrades being added back in 2013. Thanks to @platform guy for the report and @Al Jolson for drawing a fix!
  • Fixed a niche bug with loadouts. Hard to explain. Thanks for the report, @AspectZero!
  • Users can no longer ignore themselves. That's just silly!
  • Objective mode no longer awards prizes for quitting before all finishes are hit. This preserves the prize for the actual winner.
  • User status no longer updates on unsuccessful login (primarily due to kick). This bug wasn't really fixed until now.
  • Mods can now set artifacts on a rotated level. Previously, setting an artifact while rotated would be a failure of epic proportions.
  • Losing the artifact on April 1 will no longer revert the controls back to normal. This is a very, very, very important and prominent bug that has, at long last, been fixed.

Technical Changes
  • Lists of levels are now returned from the server using JSON. This will make it easier to decode lists of levels for your applications. Looking at Fred Bot, @Stxtics!
  • All database queries from the socket server are now sent through a function that attempts to reconnect if the connection has expired. This will prevent some of the random server crashes there have been, caused by logging into/out of a server after a day or so of no DB activity from that server.
  • Warn/ban messages will no longer show in the chat if the action fails (incl. someone "lacking the power"). This was previously purposefully included as a relic of the past, but it's proved to be confusing and has therefore been changed.
  • Proxies/VPNs are now being blocked. Due to an enormous amount of complaints about and abuse of proxies/VPNs over the years, we've made the difficult decision to not allow proxies to be used for anyone who is not verified. As of now, the only verified users are the PR2 staff. We may expand this in the future.
  • Admins can now set a "prizer" for a server. This is an account that has the ability to set any prize on a level within a server. This is mostly for debugging purposes but can be used in other ways at an admin's sole discretion.

Apologies for the wait. We had a bunch of last-minute problems that prevented an on-time release. I hope the wait was worth it!

Comments (19)

Something I found on the moon

5th June 2020, 9:42 AM

Did anyone happen to watch the SpaceX launch last week? I didn't; I was on the rocket!

Yeah, I kept it a secret pretty well. I asked Elon if we could stop at the moon, and he was all for it. As it happens, the Sea of Tranquility has a fantastic internet connection!

Something I didn't anticipate about being there is just how different it is from the pictures-- and not in the way you might expect. Everything had a yellowish hue. The ground didn't feel as firm as I might've expected from a celestial body.

And then, it hit me: the moon is made w/ cheese?!

Well, I took a little bit of that moon cheese back with me, and I noticed that wearing it on my head gives me some... interesting powers. Have a look!

Comments (21)

PR2 v160 Dev Update

31st May 2020, 11:16 PM

Me: Time for an update!
Everyone waiting for an update:

[Image: a5658e06633cc107be168fdfbad79a78.gif]

I've gotten a ton of things done for PR2 v160. May was a very productive month. I have a few more things I'd like to add over the next couple of weeks, but I'm right on schedule. That being said, I do want to do testing over a weekend to give the testers a chance to do as much in-depth testing as possible. Therefore, I feel confident in saying that the beta client will be released to testers on June 19. If this changes I'll let you know, but I think that the things I'm intent on adding can be added within the remaining timeframe.

If all goes according to plan, PR2 will shut down for approximately three days starting on June 19 at midnight EDT (GMT -4). Please make sure to save all of your work on levels and whatnot before then!

With regards to beta tester join requests: I'm planning on accepting people based on experience testing (including Jiggmin games on old JV), knowledgeability of game mechanics, trustworthiness (changes are fairly secret until released to the public), and reputation. I've seen a lot of great join requests so far! I'll probably start accepting people between June 5-10.

Last but not least, I'll post a sneak peek of a change coming in v160 on Friday. Smile

Comments (9)

Testers needed for PR2 v160

29th May 2020, 10:42 AM

I'm gonna need a bunch of people to test v160 in a very short time, so I'll be adding some new beta testers just for this testing cycle. Strong candidates may be kept as permanent testers.

You can request to join at this link. Tell us why you'd like to join, any experience you have, and anything else you feel would make you an asset to the team. Please only submit one join request.

Comments (14)

Short programming stream

11th May 2020, 2:19 PM

If ya feel like watching, I'm making a way for users to change stats during a happy hour.

Comments (0)

Exciting news!

7th May 2020, 9:03 PM

Look who I found!

[Image: qi17LoO.png]

@Jiggmin and I had a video chat conversation today!

The way this happened was kind of out of the blue. I asked him if how I plan to implement something into v160 is the most efficient way to do it, and he asked if I wanted to have a video call. He got me about 3/4 of the way to a really good method of implementing the thing about which I was asking, so that's cool.

He also gave some information about Bubble Racing. Unsurprisingly, he said he "definitely pulled some inspiration from Kongregate Racing." He sees Bubble Racing as a "spiritual predecessor" to Platform Racing Forever. Development for PRF had initially been in Phaser, but he didn't like it (or had some other reason he didn't want to use it, I'm blanking). Bubble Racing is his method of gaining more experience using GoDot, which is what he intends to use for PRF. The WIP of Bubble Racing can be played here (dev version) or here (master version). The dev/master links are reflective of the current state of the dev/master branches on the GitHub repo.

He seemed apologetic for not being on JV as much as he "should." I told him he's always welcome and gave him the invite. It would be nice to have him pop in every now and then. He did mention that he sometimes hops on PR2 on a guest account and plays a few levels!

If I remember anything else we discussed, I'll post below and/or update this post. Overall, he is as nice in person as he seems in his videos and on the forums. Truly a great guy. I hope I get the chance to speak with him again, but if that's the last time, I'm happy I got the chance at all.

Comments (44)

12 Years of PR2!

1st May 2020, 8:06 PM

Platform Racing 2 turns 12 years old today (May 2)! To celebrate, there will be a vault sale of 20.08% and 4x added to the EXP multiplier between now and May 3 (for the next 47 hours). Thanks for playing!

Comments (14)

Some thoughts on v160

29th April 2020, 11:56 PM

Lately, I've been getting a lot of questions about when PR2 v160 will be released. Those who have asked know I've been very cryptic about when it will drop. I've certainly enjoyed posting this picture whenever and wherever I can:

[Image: fd8eK1i.png]

I'm going to level with you-- the reason I've been so cryptic is simple: I don't know. I wish I could give you guys something more specific, but I don't know when I'll be able to work on it (given the chaotic nature of school and life rn) and I certainly don't want to pull a Jiggmin and be all:

Jiggmin Wrote:Platform Racing 4 will be released on December 1, 2013.

What I will say is I have been working on it, but real productive progress has been slim to none (with the exception of one thing I was struggling with but finally made a breakthrough). I would think I'll be somewhat available to continue development past when the semester ends for me (mid-May). That being said, I'm setting June 15 as a very lofty goal for a beta release.

It's important to note that this is an estimate. This does not mean v160 will be released on June 15. It means I am aiming for a release to the PR2 beta testers on this date. If it's clear I won't be able to deliver on or around this date, I'll post an update. I want this to be as good as it possibly can be-- perfection won't be rushed!

Something I can guarantee is that once PR2 v160 is ready for beta testing (and it will be eventually!! dw), I'll need to close the servers for a day or two. There will just be way too much changed to be able to sustain backwards compatibility with v159. When this is slated to happen, I will make another post and send out a mass PM notifying everyone at least 24 hours ahead of time.

I'm going to keep this thread closed so I can use it as a place to post further updates. If you have any questions (that aren't about when v160 will be released or questions regarding features being added), feel free to post in Ask a Mod.

Thanks for your support! I hope to have something for y'all soon. Smile

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