TheRealDannyyy shinkan Old news. Me and many others had been reporting this from like forever. No one gave a damn back then, and I don't think they started caring here and now. Plus, they are too busy adding that Xbox support that no one will ever use
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You could encode everything into base64 strings, and load it that way.
It would bloat the already bloated nwjs export of course.
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TheRealDannyyy and you will.
"Hackers" or "Pirates" are not the issue here. They don't care about your assets, they just want to crack your game so other people can play it for free.
The real issue here are "modern teenage devs" raised on internet and cracked games. Too lazy or too cheap to make/paid for their own assets they will take all ...
Wow you guys are finally coming out of your shells?
Those are things that I would normally say and receive hate and threatening E-Mails for...
I think there's an interesting analogy with fan games. Some people (quite possibly a non-overlapping section of users to those posting here) like to make their own versions of Mario, Sonic, etc. and end up using ripped sprites. Firstly even these big companies can't stop people getting hold of artwork and such ...
It depends on the case, nowadays pretty much any kind of game mechanic could be marked as "stolen" from X games.
For me personally it doesn't matter if someone is trying to copy my games basic mechanics and add some unique changes to it.
It's more about the fact that people would try to steal my whole IP, including my games art.
I highly doubt that we can do something about that anyway, at least as an indie developer.
There was recently a case of a big company shutting down a fangame (Metroid 2 clone I believe), which received a tremendous amount of hate from the community.
That's basically why I want to try to prevent a case like that from happening beforehand.
In my perspective it's like one of the following, without proper prevention:
A - Let the "fans" do what they want = Possible drop in sales because of look-alike copies of my game
B - Block/shut down fangames using the law = Possible drop in sales because of you forcing a shutdown of a popular fan game
Besides all of that, I still don't know how much control you actually have with NWjs ASHLEY.
Do you manage all the folders and archives or does NWjs handle everything and you have to deal with it?
I would like to suggest things that are actually possible with the current setup of exporting desktop games.