May 26, 2020, 12:25:08 AM

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Blitz2D, BlitzPlus, Blitz3D / Re: Deliver fmod/directplay dlls with your game?
« Last post by RemiD on May 25, 2020, 10:00:16 PM »
But what, if I want to distribute my game? Either free or sold? It can't be legal to stick those .dlls in the folder, right? Does anyone have more information on this?

take a look at the entries of the competitions on this forum, several entries used blitz3d (with the fmod and directplay dlls) nothing bad happened ?  ;)
PC Problems / Re: Windows 7 with steam theme
« Last post by hosch on May 25, 2020, 09:55:37 PM »
Windows 8.1 was the best version of Windows IMO, I'm not a fan of Windows 10 but users of your software will be most likely using it, so you best support it.  Plus Windows 7 is now unsupported so security issues could arise.
Indeed, Microsoft stopped support in my country (and I guess worldwide) mid january, so a couple of months back. You should not be using it anymore. I am oldschool, too and clinged to Windows 7 until one day before they ended support, despite constant reminders beforehand to upgrade to Windows 10. Sometimes you have to give in and this time there are severe security concerns, if you don't.
AGK / Re: protect-pack resources
« Last post by hosch on May 25, 2020, 09:46:31 PM »
I am kind of new to AGK, but another option is to generate the (gfx) assets on the fly. I wrote a little BlitzBasic program some time ago that reads each pixel color of my pixel art and converts it to DATA statements. I used it to scale some graphics, but you could INCLUDE those DATA statements in Blitz and generate the assets when booting up the game. As far as I know, AGK doesn't support DATA statements, so you would have to use an array, but I know you can at least create images at runtime.

Coding these functions shouldn't be too hard either, of course this wouldn't stop anyone from taking screenshots.
AGK / Re: protect-pack resources
« Last post by metamorpho on May 25, 2020, 07:35:02 PM »
Kris, thanks for the info !!!!
So.… when does voting end - I want to make sure I play all games equally …. New job eats up swathes of time ;)
AGK / Re: protect-pack resources
« Last post by Kris on May 25, 2020, 06:36:12 PM »
Check out Steve Vink's article about asset protection using memblocks.

You could also try to use the built in Zip file commands. The ExtractZip has a password option. Zip all your assets with a password and extract it when you need it. You could for example, pack your levels separately so even if the player finds your unpacked files on the hard drive for the current level, there won't be anything from the other/next levels. This might be enough against curious eyes browsing through your whole content easy.

Hope it helps.
BlitzMax / BlitzMax NG / making a Code Editor
« Last post by Hardcoal on May 25, 2020, 06:00:44 PM »
Hi.. If one wants to make a code editor..
what is the best way to do so?


I want to be able to Read like on HTML, when the mouse is over a certain word that it will recognize it.. (Like a Link on HTML)

Anyway.. and good advises about this will be welcomed.
AGK / Re: protect-pack resources
« Last post by Xaron on May 25, 2020, 03:55:30 PM »
I think you will need to come up with an own solution then. But again, it's really not worth the time. You can be glad if someone notices your game at all and if so, it still needs a second step to rip out the resources. Usually that is only done when it's really worth it to sell those.

On the other hand, there could be modders who just like to exchange your graphics/textures. If it's "protected" that won't be possible that easily.

So no matter what you do, if you "protect" your stuff, you will fight the good ones (modders) but won't even stop the simplest script kiddies out there who want to rip out your gfx (if they look really that great).
AGK / Re: protect-pack resources
« Last post by metamorpho on May 25, 2020, 03:43:57 PM »
Steve Elliott, Derron, thank you for your opinion. I agree with you, all these facts have a place to be.
But still, when resources are open, then anyone can use them without any difficulty. And when the resources are somehow protected, only a small percentage will look for ways in Google and try various options for hacking my resources. In addition, not everything is so simple with getting resources - and hacking programs come with viruses and these programs do not always work as they should. If a person does not know how to extract resources, then he will have to sweat a lot before extracting something.
In addition, I like it when everything is neatly packed in one file. So let's say I still need to pack my resources, what should I use for the AGK Classic ?
AGK / Re: protect-pack resources
« Last post by Derron on May 25, 2020, 02:33:49 PM »
Even non-professionals will be able to rip your assets:
- screenshot plus "rectangle copy paste"
- google for "how to rip assets from a game"
- google for "how to extract graphics from game"
Then they just use a tool which logs all the OpenGL calls and there you can extract all the sent textures...

I think it is one of the _good_ things to find out people are interested in copying stuff from you. Most probably nobody will give a whatever on your graphics.
My game is open source - with the graphics being open source too. Yet nobody except one (some years ago) uses the graphics elsewhere. Sure it is not AAA quality but there is a lot of stuff above average.

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