How can I protect my game

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  • How can I protect my game from editing by others? or reusing on other sites?

  • Construct 2 is early in development - we haven't got any features for that yet. However we're aware it's a really popular request so we'll work on something soon.

  • If is javascript, i think is impossible to protect javascript code due to client-side reason...

    Maybe you should to add a module like Username and Password for members

  • Or Encrypt javascript, but it will increase file size and can be decoded.

  • I'm assuming variables are not editable using something like Firebug? That'd be a disaster.

  • The best thing and easiest thing to do with be obfuscate it with something like Google's closure compiler during export.

  • Unfortunately there really isn't any options to protect JavaScript files, it's completely open-source and it'd be incredibly dangerous if it wasn't.

    Like Tom said, the only things you can do is make the code hard to read. There's heaps of pretty printers though, so even if you change the variable names you can still format it back to it's original state.

  • Can't stop players from cheating. In fact, why bother? It is their choice how they want to play the game. If they want to ruin their enjoyment by giving themselves unlimited health and money just to blitz through the whole game, let 'em. It is their choice.

    Focus your energy on something more worthwhile.

  • Agreed, entirely.

  • Thank you, but i can't find any working obfuscator. Changing some of the names, breaks the code.

    <font size="1">Forgive me this english-like language.</font>

  • You can't run the javascript through advanced optimisations right now, because it breaks the code. I'm hoping to fix that in a future release.

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  • Making entirely free games is cool but what about the current trend to purchase in-app assets/abilities but making the game free to play and beat? I'm not sure how this could be accomplished in a secure way using Construct2 in its current form (or really in a future form) without involving some server-side component which would handle the mapping of a payment to an asset and serve the asset to the client. Simply checking for assets in the client-side javascript could easily be hacked just by editing the js emitted by CS2. Does anyone have ideas on this?

  • Even Zynga and others have to deal with cheating !

    Just take few minutes to find a software or tutorials to do so !

    For example (found in 2 minutes) :

    //http://cheating-games.blogspot.com/2011/09/empire-and-allies-hack-tool-vip-v52.html//

    And same thing as you know with the appstore ! Everything is hackable.

    The only thing to think is: Do cheaters alter the games of non cheaters ! What kind of proportion would they represent and is it worth to spend ressources on that.

  • Can't stop players from cheating. In fact, why bother? It is their choice how they want to play the game. If they want to ruin their enjoyment by giving themselves unlimited health and money just to blitz through the whole game, let 'em. It is their choice.

    Focus your energy on something more worthwhile.

    I thought the concern was more along the lines of your work being stolen. Granted, the thief would have to be a C2 user, but it's still not a nice thought. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I suppose you all have a point about just letting the cheaters cheat. But I'm still looking for a way to protect in-game assets which would be for sale. For the project I'm working on these assets could be either event handlers (abilities) or images (items) or both. So far a possible approach seems to be to make calls to a server-component which would return the asset so that it could be run/used in game. I'm not yet sure how this would be done with Construct2 though. Perhaps some sort of plugin would be in order.

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