Ambiera ForumDiscussions, Help and Support. |
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Are we talking about human readable JavaScript code from simply viewing *.exe files in notepad? Nonsense or do I miss something? That's correct. You open the file and look for the code there, any custom behaviors and actions that the game uses will be available. But if you need to save your code, it's easy to store it in some CopperCube variable and load it as code. |
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But if for some reason you're actually worried about your code I suggest using minifier and uglifier for the release version:) |
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wrote: I would not touch this topic with a 7 meter stick Why not? I think it's a good place to teach new users some tricks with CopperCube games. |
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Or to rip commercial behaviors/shaders:) |
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holy sh*t it worked, i opened it in notepad and there is javascript code |
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"That's correct. You open the file and look for the code there, any custom behaviors and actions that the game uses will be available." OK, like open a CopperCube compiled standalone .exe in text editor like notepad and see its used behaviors' and action's plain script code? Sound like a joke to me. |
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wrote: Or to rip commercial behaviors/shaders:) Exactly, and that's why I never sell anything for CopperCube. |
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holy sh*t it worked, i opened it in notepad and there is javascript code For real no one know this trick OK, like open a CopperCube compiled standalone .exe in text editor like notepad and see its used behaviors' and action's plain script code? Sound like a joke to me. |
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Well, if your worried about people using your code just put all your JavaScript code into one large Behaviour and after you saved a backup, then rename the file to the default Behaviour that comes with CC - "behavior_2DJumpNRun" - Reload and verify extensions in CC and then delete the behaviour from your extensions folder. Next time you try and extract out this Behaviour to get your code - guess what...its gone and replaced with just the default original code only - so its protected this way. No-one will be able to see it and if they try this will stop the game from working (their own fault). |
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Tested it out myself, simply worked, didn't know about, lesson learned. So ridiculous but must thank you guys. |
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That is the exact same reason why I never share any test demo EXE files for my paid extensions, and that is also the reason why some advanced developers left the community. I remember when @SamMhmdy and I were collaborating on a project and I told him how easy it is to extract all the stuff from EXE, there are various other ways, to extract the code from EXE itself, even if you rename to inbuilt behaviors or whatever, there is always a way to extract the code if someone wants to extract to. But I still don't think it's a good idea to release it in public. It's better if you keep things like this to yourself. Coppercube just allows you to do stuff in many different ways, it is not just like opening it in the editor there are other ways too, as I said it is not wise to release it in public. It's true that there are not that many Commercial games created in CopperCube, but just imagine you have been working on your game for years, and when you release it to the public, someone just decompiles it gets the project, replaces some models, and create exact replica and then start selling it, as their own. I mean there are games like Saturn 7, and Monster Inc. that are in development or are on hold and their developer have spent so much time and effort creating them, that it will not be a good idea that when they release them, someone uses these kind of decompilers and then simply ruin their release by creating exact clone by simply swapping some models and textures. I mean imagine people creating the same game in just one day on which you have spent many years with your blood and sweat. Again there are always ways to extract things, even in big engines, but it is not a good idea to make it so easy for everyone @okeoke, I am not sure if uglifier and minified will work with HLSL or GLSL shader code, it does a pretty good job for JS, I did the same in the encryption-decryption extension of mine and was pretty satisfied with the result. But I tried some minifiers to minify HLSL and GLSL but they didn't work as expected. |
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You're right. Shaders are the issue, since this type of tools do not modify strings in any way. It could be possible to use a cipher to encrypt a shader string, and then decrypt it on runtime, like this one for example:https://stackoverflow.com/a/5402.... I believe, you can store salt inside variable configured with a built-in extension. In my mind, combined with minifier/uglifier it should give a decent result. |
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Thanks, I will look into this in my spare time, hopefully it will work there. |
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Meanwhile, Niko doesn't care at all... |
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