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Foolproof Way To Make Games Registerable


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#101 erthgy

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Posted 22 April 2007 - 07:57 PM

If you made a really, really, really $500 worth game and you didn't just want to put it out for everyone to download free, is there a script to make it registerable that actually works? 'Cause if you just give someone a code to register it, they'll give the code to everyone else and soon no one will buy it.

Hope you get what I mean.

<{POST_SNAPBACK}>


if some-one does this to you then you can [SIZE=14]SEW THEM!
everything is copywrighted to its owner, like others have said don't worry about it.
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#102 hpapillon

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Posted 22 April 2007 - 08:34 PM

.... sticking a needle and thread into people without their permission is still illegal even if they did infringe your copyright.
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#103 erthgy

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Posted 22 April 2007 - 09:13 PM

perhaps what you can do is make it so that u enter a registration key to play the reg- version and you buy the code of the registrated version and u enter it every time u play, but it doesn't change, and ppl can't crack it b-cause u have to make so after like 3 tries it blocks u out for like 5 minutes, 10minutes,20minutes then multiplies so on and so forth, ( i got that last part from runescape cause i used to play till i joined gm )
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#104 Dregnought

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Posted 22 April 2007 - 11:09 PM

How does that make anything foolproof? It's super easy to still crack that. And a lot more annoying to the customer.
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#105 erthgy

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Posted 23 April 2007 - 08:55 PM

How does that make anything foolproof? It's super easy to still crack that. And a lot more annoying to the customer.

<{POST_SNAPBACK}>



perhaps someone could invent a new way of getting to the 'registrated' version of your game so that it's harder for hackers to hack but yet easier for the customer.

any comments on this?
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#106 Azuriea_Simulations

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Posted 26 April 2007 - 11:36 PM

Ya - if it could be done a commercial publisher would have done it 10 times over already.
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#107 e_barroga

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Posted 27 April 2007 - 04:53 AM

I'm thinking that it isn't really worth trying to find a foolproof solution.

People were able to crack Game Maker, which would mean that it'll be just as easy to crack the executables that it makes.

-E. Barroga
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#108 mememe

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Posted 27 April 2007 - 01:35 PM

[sarcasm]Why don't you use that barcode engine![/sarcasm]

<{POST_SNAPBACK}>

:)

Anyway, I don't think anyone's going to be making any $500 games.
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#109 Armageddon

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Posted 10 July 2007 - 05:20 AM

That was an exaggeration.
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#110 erthgy

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Posted 10 July 2007 - 12:26 PM

Well, we need to get a hacker in here that's willing to help, someone ready to tell us what we're doing wrong, and you know actually, I don't think there is a way, but what does help (just a little) is encrypting your exe's (search the gmc, you'll find alot.)
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#111 JonathanPzone

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Posted 10 July 2007 - 02:38 PM

Please tell me if this will work...

When some one installs your game, It will make a folder in the program files folder called 'nameofyourgame', in that folder will be your exe, resource folder, and your instructions....Hidden in your resource folder will be a resource look a like( can be any kind of file...)

Now in your game, the reg keys will look something like this....
**** **** **** **** **** ****(will explain later why there is 6 sections), In the Game start event it will check if the 'Resources/file.ext' exists and if it doesn't, end the game...

Ok, the person sends you their 'version ID' (just a mask so you can know what the actual version # is...) Let's say if they gave you '345123' the actual could be morphed from it and instead be...'654987'...
Now you can find out the reg key you made for the version id of '654987' and send them the reg key, it could be something like...
**6* 5*** *4** **9* ***8 7***...

Each game will have their very own reg key they respond to...There are 6 digits in the version id, you can have up to 1000000 ( 531441 if you don't include the digit '0'...) so now they got their reg key...When they put it in and press ok, it will notify them to double check for they will not have another chance...If it is wrong...Tell the game to erase the file 'resources/file.ext' and close the game...this should change the game to a state where it can't be played....

Downsides... This can be bypassed if the person sends all the files including the reg key...



~JPZ
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#112 erthgy

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Posted 10 July 2007 - 03:17 PM

That's good, but if your game goes commercial do u really want to go through millons of email every minute?
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#113 coolbho3000

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Posted 10 July 2007 - 04:24 PM

Not even Microsoft can have a foolproof way to do this with their operating systems and software, and they're probably the most strict company in the world on anti piracy.

So no, it isn't possible, not even with a huge professional development team.

Edited by coolbho3000, 10 July 2007 - 04:25 PM.

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#114 erthgy

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Posted 10 July 2007 - 05:17 PM

welp, that settles it! ^
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#115 Aertcz

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Posted 10 July 2007 - 07:18 PM

Best way which I thought of:

When downloading the game from the website:

Make it so each download (fullversion) is based off a different keycode, and the customer only gets the keycode that works with it. It wont be a standard keycode however...

Upon installation the main game files are located in wherever the user demands the game file to be, and the "keycode" is located in a different section on th persons computer. So when the game runs, it will look for a file under lets say C:/windows and if that file isnt there, or if it reads it and the information i wrong, the game will not run.

Therefore the game will need the full version.exe to run, and that file. This will make the game harder to know how it became uncracked and distrubution would also become limited because of that, and also given the fact that the game would need to be packaged with its custom made keycode.
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#116 erthgy

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Posted 10 July 2007 - 08:08 PM

Best way which I thought of:

When downloading the game from the website:

Make it so each download (fullversion) is based off a different keycode, and the customer only gets the keycode that works with it. It wont be a standard keycode however...

Upon installation the main game files are located in wherever the user demands the game file to be, and the "keycode" is located in a different section on th persons computer. So when the game runs, it will look for a file under lets say C:/windows and if that file isnt there, or if it reads it and the information i wrong, the game will not run.

Therefore the game will need the full version.exe to run, and that file. This will make the game harder to know how it became uncracked and distrubution would also become limited because of that, and also given the fact that the game would need to be packaged with its custom made keycode.

<{POST_SNAPBACK}>

Didn't JonathatPzone just say that?
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