Addin a security lock code

● ARCHIVED · READ-ONLY
Started by MSG 3 posts View original ↗
  1. I had contacted Support and they suggested I pose this question in here as well.  So, here goes:


    Using the Input Number paired with a Conditional Branch, I'm able to set up a "security lock code" for when a New Game is started. However, it is completely bypassed if one uses Continue. I'm in the process of game developing. My Alpha Testers will be given the "security lock code" number, but in the process of this becoming a product to be put out to the public, I don't want any non-Alpha Tester to be able to run it. Let's say, for example, an Alpha Tester has a "friend" over and this friend gets it off of the AT's (Alpha Tester's) computer, who may have a saved game. My question is, is there anyway to force a script or internal event to run if Continue is selected so they would still have to have the security lock code to resume play? Thank you! Regards, Michael P.S. I have no knowledge of Ruby programming, so I'm unable to attempt to write my own script, unfortunately.


    What would the easiest method be to set up a security lock code that must be run before the player is allowed to start a New Game or Continue a saved one?  My game is currently in Alpha Testing, so I'm just looking to make sure that, if it's download link to my Alpha Testers somehow gets out, the game won't be playable without the code.


    Thank you!
  2. um the easy solution would be to write a JS built into the main.js file that is a DRM key-code system. Not eventing or in-gaming it or using plugins.


    Or, What I am doing is my game runs in a C++ wrapper program that encrypts the game files into three bin files and uses a standard DRM/keycode system.


    EDIT: whoooopsss. The other answer is still valid....
  3. @Baerthethis is about Ace, not MV.


    @MSG theoretically yes, but you didn't think it through to the end.


    Yes, you can use a script to place a security code on load - there are already scripts that completely replace the save/load screens (although I don't know if any of those add a security lock).


    However, that won't really work - to be able to use the continue, the player would need to get an old savefile from an alpha-tester who also knows the code to load it. So unless you think your later players sneak into the tester's house and hack their computers to get the savefile, no one can prevent the tester to give away the correct code together with the savefile.


    The security code like you descibed it so far will prevent casual internetters to use the download for your game, but nothing else - an alpha-tester needs to know how to use a savefile, and nothing prevents them to share that knowledge if they decide to share the savefile.


    You'll only make it more complex for the alphatester to work on the game if you include such a script, but it can be done...