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ZorroGPT
by OptimusPrime. 08/15/26 23:39
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2 registered members (Lapsa, Martin_HH),
10,224
guests, and 3
spiders. |
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Key:
Admin,
Global Mod,
Mod
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Re: How to protect game's resources?
[Re: darkdraco]
#202238
04/14/08 01:56
04/14/08 01:56
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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If you have the pro version of GameStudio you can use the file packer. If you don't own the pro version you can use google to find tools, that compile an executable and arbitrary other files to a single executable. We even had such a tool here in the forum, developed by a user. Do a search for "nacasi file packer".
Always learn from history, to be sure you make the same mistakes again...
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Re: How to protect game's resources?
[Re: Uhrwerk]
#202239
04/14/08 02:23
04/14/08 02:23
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Joined: Jun 2007
Posts: 2
darkdraco
OP
Guest
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OP
Guest
Joined: Jun 2007
Posts: 2
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Re: How to protect game's resources?
[Re: adoado]
#202272
04/14/08 08:21
04/14/08 08:21
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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and there is a simple fliepacker for lite-c (by ventilator),has encryption uses zlib, but you have to define your everyting after main(where you load resources), otherwise it cant find them.
3333333333
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Re: How to protect game's resources?
[Re: Quad]
#202585
04/15/08 20:58
04/15/08 20:58
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Joined: Jan 2008
Posts: 1,580
Blade280891
Serious User
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Serious User
Joined: Jan 2008
Posts: 1,580
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sorry to use your thread. But how can you protect the game from being used on more than one pc, and from being copied.
My Avatar Randomness V2"Someone get me to the doctor, and someone call the nurse And someone buy me roses, and someone burned the church"
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Re: How to protect game's resources?
[Re: Blade280891]
#202610
04/16/08 01:45
04/16/08 01:45
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Joined: Jul 2006
Posts: 503 Australia
adoado

User
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User
Joined: Jul 2006
Posts: 503
Australia
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But how can you protect the game from being used on more than one pc, and from being copied. This is probably a question every game designer asks ^^ But how can you protect the game from being used on more than one pc I guess getting the player to input a unique serial number might help, but people can easily share these so really, they are not a very good option. You could get the player to have to verify the serial online, and then the server keeps a track of all 'used' keys and if someone tries to register using a taken key, prevent the installation.. From being copied? If on a disc you could use some sort of copy-protection (SafeDisc, etc). But these two questions are a problem for even major game producers to fix. Thanks, Adoado ^^
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Re: How to protect game's resources?
[Re: adoado]
#205004
05/02/08 21:20
05/02/08 21:20
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Joined: Sep 2006
Posts: 58 California, USA
BorgNot
Junior Member
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Junior Member
Joined: Sep 2006
Posts: 58
California, USA
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I am a newbie here but I have compiled for Borland products. I have used Inno Setup for years. That has password and encryption. My projects are local and I have not circulated them. I had planned to do some encryption if/when I distribute a final product. I think that the adding a registration to check a few components on a pc is one of the ways to isolate a license to one or a few computers. I like the idea of registering to three personal computers because people like myself may have more than one working computer--laptop to travel and one at home and office, etc...
I do not know how difficult it would be do a routine that checks the Network Card ID and another hardware device ID from Lite-C. It could be an added dll in a package. Or out out of the softbox solution. Maybe the MoleBox has that?
Some things are harder said than done, some not!
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