Deadly Neighbours
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Deadly Neighbours
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Launch Trainer!
Action Fighting Strategy Turn Based Upgrades

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Deadly Neighbours

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Last Updated: 09/19/2012 02:29

Deadly Neighbours

-migrated-
Last Updated: 11/22/2010 19:39

5
 

New Killers on the Block

  Win 3 battles
15
 

Debt Management

  Complete your quest for $25,000
15
 

Stamp Collector

  Collect any 6 stamps

Game Dscription
Customize your Family, arm them with one of more than 75 different weapons, and fight other families in the neighbourhood! You can also export your family in the multiplayer mode to share with other players.
Deadly Neighbours Posted on: 11/03/2010 11:57pm
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Game: http://www.kongregate.com/games/nerdook ... neighbours
Another one by nerdook, this one is boring.
Money: Double*1
Note: Don't increase money above the amount you owe or you will have to fight the guy (loan shark) until you win.

Edit: Badges/Card

[badges=http://www.kongregate.com/games/nerdook/deadly-neighbours:svnc9r5z]123[/badges:svnc9r5z]
Re: Deadly Neighbours Posted on: 11/04/2010 1:15am
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I found a bug in this game on accident that lets you duplicate items.

Start a new game, or load your game and click My Family.

At the family configuration screen, before you click any family members, click on the first open item slot at the bottom, and then click the next open slot. It will change the the action point count from 0 to NaN, or if you had a weapon in that slot it will delete it and replace it with NaN.

When you have an item you want to duplicate select your family member with the item, select the item, and then click on a NaN slot. The NaN slot will not change, and your item will not be removed from your family member. Now click on your item again, and then swap its location with another item in that family members inventory. The item will now display in the NaN slot, and your family member will still have it.

Not sure how useful it is, but if you have a really good weapon it might be good to give it to all your family members.

... Or you could probably just edit your sol file and give any family member any item you want.
Re: Deadly Neighbours Posted on: 11/04/2010 9:56am
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huh. how is it boring, incognitus?
Re: Deadly Neighbours Posted on: 11/04/2010 2:58pm
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Quote from: "nerdook"
huh. how is it boring, incognitus?
ohai nerdook.
it's boring because it's  the same old concept - upgrading people, equipping them with items, and attacking another group of people. Monster slayers was fun, but now with another of the same type of game, it's boring.
Re: Deadly Neighbours Posted on: 11/04/2010 4:33pm
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Health: 4 Bytes * 8 + 6
Re: Deadly Neighbours Posted on: 11/04/2010 5:47pm
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Quote from: "Incognitus"
it's boring because it's  the same old concept - upgrading people, equipping them with items, and attacking another group of people. Monster slayers was fun, but now with another of the same type of game, it's boring.

Just to play the devil's advocate here - there is a substantial change in mechanics.  Monster slayers was a real time game with indirect control of a number of combatants.  Upgrades were level-oriented and class-oriented.

Deadly Neighbours is turn based, with granular control over each combatant, with a bit of aiming tossed in for thrown weapons.  Upgrades are largely feat/perk based and equipment based, and can be swapped on the fly.

To me, the two games play barely similar at all.  Are the graphics similar?  Sure.  But I don't think this can be remotely called the "same type of game" except in the broadest sense.
Re: Deadly Neighbours Posted on: 11/04/2010 8:13pm
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Umm since nerdook (saying that he isn't a fake) just commented here, wouldn't he be here to figure out what the hack we're using and then prevent it from being used?
Re: Deadly Neighbours Posted on: 11/04/2010 8:19pm
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Quote from: "fgd098"
Umm since nerdook (saying that he isn't a fake) just commented here, wouldn't he be here to figure out what the hack we're using and then prevent it from being used?

Theoretically, yes.

In practice?  He'd have to go recode how he stores his variables, or he'd have to use some sort of encryption.  Even then, that just stops variable hacking, it won't stop array of bytes.  There's no way to stop hacking unless you host everything server-side, and even that's not 100%.

That being said, I'm pretty sure most coders aren't super concerned.  They "get" the meta-game of cheating.  You have fun with the game, then you have fun figuring out how to beat the game's programming.  If we were cheating on something that actually mattered (IE, paid multiplayer games, etc, etc) then there's some moral ambiguity.  But really, at most we get Kongregate badges.  Yay.  In the end, that amounts to exactly 0.
Re: Deadly Neighbours Posted on: 11/04/2010 8:53pm
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TIM the Enchanter
Level: 1
ADR Info
So far my small MMO has proven to be hackerproof.  Granted, nothing is 100%, but I am giving out rewards for exploiting the game and letting me know what's going on.  (broken image removed)

http://ageofdragonsonline.com




Everything's coming up KongHack!

"When you know nothing matters, the universe is yours" ~Rick Sanchez

Re: Deadly Neighbours Posted on: 11/04/2010 8:56pm
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System Bot
Quote from: "The Ignorant Masses"
So far my small MMO has proven to be hackerproof.
It isn't flash, Tim. (broken image removed)

This post was imported from an account that no longer exists!
Previous Name: phreneticus
Re: Deadly Neighbours Posted on: 11/04/2010 10:25pm
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TIM the Enchanter
Level: 1
ADR Info
Quote from: "phreneticus"
Quote from: "The Ignorant Masses"
So far my small MMO has proven to be hackerproof.
It isn't flash, Tim. (broken image removed)
Neither is Dream World.  (broken image removed)




Everything's coming up KongHack!

"When you know nothing matters, the universe is yours" ~Rick Sanchez

Re: Deadly Neighbours Posted on: 11/04/2010 11:13pm
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haha, no i'm not a fake, and no i won't be recoding the game coz that'll just be silly. i know you guys will hack it again. :p just trying to get honest feedback on how to improve the game, it doesn't really benefit me in any way to prevent you guys from playing it the way you want (even if i don't really approve of cheating!)

in any case, thanks for trying the game, and do comment if you have any suggestions on what i did right/wrong!
Re: Deadly Neighbours Posted on: 11/05/2010 1:36am
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Quote from: "nerdook"
haha, no i'm not a fake, and no i won't be recoding the game coz that'll just be silly. i know you guys will hack it again. :p just trying to get honest feedback on how to improve the game, it doesn't really benefit me in any way to prevent you guys from playing it the way you want (even if i don't really approve of cheating!)

So your telling us that you came onto kongregatehack (which is a website to find hacks for games) to just see feedbacks on your game?
Re: Deadly Neighbours Posted on: 11/05/2010 1:40am
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Quote from: "fgd098"
Quote from: "nerdook"
haha, no i'm not a fake, and no i won't be recoding the game coz that'll just be silly. i know you guys will hack it again. :p just trying to get honest feedback on how to improve the game, it doesn't really benefit me in any way to prevent you guys from playing it the way you want (even if i don't really approve of cheating!)

So your telling us that you came onto kongregatehack (which is a website to find hacks for games) to just see feedbacks on your game?


sounds reasonable enough to me... people who create hacks generally have a bit more experience than the average gamer, and thus i would think its a great place to get feedback, especially when a lot of people hack the monotonous part of a game.
Re: Deadly Neighbours Posted on: 11/05/2010 3:42am
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yup. why not, anyway? you guys played the game too (only with cheats), any glitches, bugs, etc, would still show up normally. all developers playtest the game with cheats on anyway, to skip ahead to any parts that we want to test.