Do you know any program or encrypting style that would debunk or rather protect your script files so they won't get opened? For those people who are aware of the RGSSAD program, do you know anything that could battle that so they won't get decrypted? I tried making a project with some anti-decrypting scripts but the scripts are still decrypted. I don't feel safe on that. Chances are, people who would use that program may steal even your price filled, commissioned scripts, artworks and even anything you put up on your game, which they may use also in their projects or worse, sell it.
Is there any, EULA approved way of battling such? If so, please redirect me to it. Thanks a bunch, fellow RM users.
"I don't feel safe with people anymore"
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I'm sure there's a standard EULA which forbids decompiling or decrypting the executable, but don't know where it is. If it were in the United States, I'd say that is one of the only good uses of the DCMA I've heard --- obviously it would be illegal to break the game's encryption.
Good luck! -
If they sell the items without permission, they are in violation of the terms of use of the original creator, and the creator can go after them. That's the way I understand it.
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That's the sad thing though, people makes decrypting programs over and over again, we can't monitor them that much, but there's some people who would do that. I just feel concerned for all RM users or a bunch of people who cares too, to make their craft safe. Even just the scripts to be protected, that would be fine for me.
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You can copyright your game to give it, the scripts, art, etc. in it protection to go after individuals who steal, sell, or use your resources in the game and you can include an EULA with your game that forbids decrypting it in it specifically.
I'm not are of any good encryption program for RPG Maker, copyrighting your game is going to be the best option. -
Sadly, madame, nothing is truly "safe" on the internet like that. If you put it out there, someone might steal it and/or make nasty X rated content out of it. D:
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It is an impossible problem to solve, so, unfortunately, you just have to accept it and move on.
When I say impossible, I don't mean "very difficult," I mean the problem is impossible on a conceptual level. When something is encrypted, it's encrypted from the game, too, so it has to be decrypted on the fly for the game to be able to read it. So it's only a matter of time before someone figures out the way the game decrypts it. -
This, over and over and over.It is an impossible problem to solve, so, unfortunately, you just have to accept it and move on.
When I say impossible, I don't mean "very difficult," I mean the problem is impossible on a conceptual level. When something is encrypted, it's encrypted from the game, too, so it has to be decrypted on the fly for the game to be able to read it. So it's only a matter of time before someone figures out the way the game decrypts it.
Its a sad truth but as you search the internet - not just for RM - you will slowly discover that there is no real way to keep any sort of data within your game safe.
I like to reference GTA5 for things like this.
Biggest game ever made (going by sales) and within a few weeks there was mods and things flying around to remove all water from the game and other crazy . I mean, if the biggest selling game ever cant even keep their data safe, what hope does anyone else have?
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That being said...
There are various things you can do to make it harder for 'them'.
My searches have led me to the conclusion that obscurity is the only way forward. For me, this means giving this randomly generated names, keeping track of those names manually (I use a written notepad), making my code as complex as possible - so I can easily identify it if it was used elsewhere.
I've even started making certain systems require .dll's - which are obviously much harder to 'crack' than using a simple program such as the one you mentioned ( which btw, I dont think breaks the EULA ) -
I've even started making certain systems require .dll's - which are obviously much harder to 'crack' than using a simple program such as the one you mentioned ( which btw, I dont think breaks the EULA )
Now this, how can I exactly do this? -
Well some thing it would be pointless, but to make a dll, you would use some other coding language - ive been using C++ - and then you us ruby code to 'connect' with the dll and perform the required tasks.
Its not ideal of course, but with game security, 'ideal' will never be achievable.
Also - this really only helps with certain systems and they would still be obtainable - just a lot more hassle to do so. -
I see. However, my resolve of getting something done like this can't seem to be solved. I tried asking some people and they said T-Crypt can be used (as I've seen hanzo kimura using it on his game before), but, there's a drawback, since RGSSAD can still open up the script (I guess the T-Crypt can only be used or work in a cheat engine or so) while when i saw Hime's blog post about Whiteflute's dll that would protect the scripts and data (which was later lost and WF is not uploading it anymore), I seem to be lost on that.
Is there a tutorial or rather a step by step way of making a dll that would do the function that you've mentioned? -
I would honestly not bother. Anyone who wants your resources will get them. Even a dll is not protection because the code to interact with it can be decrypted, which makes it such that you might as well not even have the dll to begin with.
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So the best protection is not to use any protection at all, huh.
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It's more that, no matter what you do to protect your game, people WILL break the protections and copy what they want to.
Honest people will buy the game or play the demo. People who want to steal the game, or something in it, will find a way. For example, there are a lot of illegal tile rips from popular SNES RPGs,
Personally, I'm not a fan of DRM, as a player. I'm OK with it if it is NOT invasive, like on Steam. For invasive DRM, see: Spore and many current AAA games, which not only bind your game license to a particular computer but some used to install rootkits to try to thwart people from copying the game. And some REQUIRE you to be online to start and keep playing the game (you can start Steam in offline mode if you want), even the single player mode. So if your Internet connection is flaky, you can't play the game.
And, these didn't stop the pirates from stealing the game anyways. They just created more support calls for the companies using it and frustration from paying customers. -
I think you're right. Games got hacked no matter how good the company who even made it. Cheat Engines are created for most games, some even hacked the resources and all that. I guess the only thing I can do now is to make people aware of the things I poured to the game, so whenever uses it, I can be easily informed and maybe do something about it. Thank you very much.