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Compress And Protect Your Games!


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#61 blackalex

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Posted 31 January 2008 - 12:17 PM

where to download lgm? I downloaded it rfom a site and when i try to load a .gmk file with it it gives an error
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#62 hpapillon

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Posted 31 January 2008 - 08:22 PM

It might be it, but seeing compressors/encrypters do not work for GM6/GM5 games as well, concludes it's the checksum that needs to be removed.


IIRC they do work for GM5. Just not GM6. I had to produce a GM5 build of Cute Knight for that reason - one seller insisted on having something that would work with that particular protection tool, and GM6 even with the semi-encryption turned off couldn't do it.

(Standard GM6 had an extra sort of protection that caused problems and could be disabled by special permission, but even then, it still wouldn't work with Armadillo. It's complicated.)
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#63 AvibeGames

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Posted 31 January 2008 - 09:11 PM

It seems that my methods sometimes cause the decompiler to work, sometimes not so I think the current workaround in this thread is acceptable for now. However it will pose a problem for GM7 users as there is virtually no protection for the moment.

IIRC they do work for GM5. Just not GM6. I had to produce a GM5 build of Cute Knight for that reason - one seller insisted on having something that would work with that particular protection tool, and GM6 even with the semi-encryption turned off couldn't do it.


Maybe it was a custom wrapper?
Tried with a GM5 executable. Both Themida and Armadillo alter the executable so the crc goes off again. Mark had said that GM7 would be compatible with those protectors by removing the encryption introduced in GM6, yet it isn't. They need to release a new GM7 version that allows us to use those programs and not one that has one built-in protection algorithm. (GM6)

The best it would be to send an email via the helpdesk https://yoyogames.mo...lpdesk.com/req/ and ask them to release a new version/patch so to allow protection with third party protection programs (remove the crc). Highlight that a GM decompiler is on the wild.
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#64 NakedPaulToast

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Posted 31 January 2008 - 09:20 PM

Mark had said that GM7 would be compatible with those protectors by removing the encryption introduced in GM6, yet it isn't.


Link?
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#65 AvibeGames

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Posted 31 January 2008 - 09:26 PM

Link?


I think it was on the old site (gamemaker.nl) under the GM7 development notes, but I believe there was an old topic made by hpapillon and another by Mr.Chubigans (saying about how his game got rejected by a online publishing company because of their incompatibility with their DRM), in which Mark had stated this.

Edited by AvibeGames, 31 January 2008 - 09:26 PM.

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#66 hpapillon

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Posted 31 January 2008 - 11:28 PM

GM7 *did* remove a certain kind of encryption present in GM6 that prevented almost all commercial systems from being able to work with it unless you had the special license (and may also have been the cause for the GM6 Vista problem). It just didn't change enough to get it working with Armadillo.
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#67 Vladalf

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Posted 01 February 2008 - 12:17 PM

I tried to download it and my antivirus detected a trojan.
Be careful people.
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#68 Tahnok

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Posted 01 February 2008 - 12:35 PM

I tried to download it and my antivirus detected a trojan.
Be careful people.

<{POST_SNAPBACK}>

Read the thread before posting. It's already been brought up that some scanners wrongly flag it. It's also been shown that it's not a virus/trojan/adware/etc.
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#69 blackalex

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Posted 01 February 2008 - 01:21 PM

where to download lgm? I downloaded it rfom a site and when i try to load a .gmk file with it it gives an error

<{POST_SNAPBACK}>


And how to use it?
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#70 AvibeGames

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Posted 01 February 2008 - 03:31 PM

And how to use it?


Open the .gmk file in LGM, and save as .gm6.

However I had a minor problem. After saving it through LGM, then some variables changed, they were not round anymore ( e.g. 30), they were like 30.0007788999. I was using LGM 1.5.6, is this the case? Just double checking, no-one wants his game corrupt when the solution from YoYoGames comes out.
(of course I keep backups, but some people don't)

Edited by AvibeGames, 01 February 2008 - 03:32 PM.

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#71 Tahnok

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Posted 02 February 2008 - 12:30 PM

Open the .gmk file in LGM, and save as .gm6.

However I had a minor problem. After saving it through LGM, then some variables changed, they were not round anymore ( e.g. 30), they were like 30.0007788999. I was using LGM 1.5.6, is this the case? Just double checking, no-one wants his game corrupt when the solution from YoYoGames comes out.
(of course I keep backups, but some people don't)

<{POST_SNAPBACK}>

Changed in the actual source or just when the game was running? If it's the latter, it sounds like GM6's precision error. It gave me quite a headache earlier, as I tried to roll back a game and found out that GM6 couldn't handle the custom random number generator I was using. I've not had it actually change anything in the source though (also using 1.5.6).

I really wish YoYo would at least comment on the situation. It would be nice to know if an official solution is even going to be created.
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#72 AvibeGames

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Posted 02 February 2008 - 02:15 PM

Plus I think this could discourage the new competition contestants... YoYoGames really needs to put a patch/version on their priority list.

Edited by AvibeGames, 02 February 2008 - 02:16 PM.

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#73 gnysek

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Posted 06 February 2008 - 01:47 PM

Yes, they talking about new version of GM about March (not only for the Macintosh) on Glog - but it was long time ago. But as you can read here, the plans about Game Maker now are confidental, and they can't say aything about it. Why? It's a long time since last update. I stopped to creating games for now, because now it's too easy to decompile all my work.
I think a good idea is to send an email to someone from YoYoGames staff, and ask what they want to do now? (But with my bad English it can be too hard :)).

Edited by gnysek, 06 February 2008 - 01:48 PM.

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#74 Bastard

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Posted 18 March 2008 - 08:14 PM

Well, it is quite obvius that all the data lays in one file.
But when we split it in to a two or more files, decompressing exe files should come more hard for automatic and also for not so automatic tools.
I am right, am I not?
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#75 Rusky

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Posted 18 March 2008 - 10:16 PM

splitting it wouldn't really matter, they'd have to have it actually compile or change the format completely (the latter would just be a setback anyway).
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#76 Mynameisonic

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Posted 27 March 2008 - 08:18 PM

I think people should stop complaining. It's better than absolutely nothing, and it's really nice compression. Better than GM7zip, and it doesn't have a proprietary format. How exactly is that achieved? (Sorry if that's been asked, I looked but I could have missed it)
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#77 gnysek

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Posted 28 March 2008 - 05:20 PM

I found another problem. When you compress yout game with CEXE and run it, while running the *.tmp file is created, then you just need to copy it and rename to *.exe file and it's again possible to decopile the game. Maybe someone have better solution to protect games, or know another compresser that don't creating temporary files?
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#78 KC LC

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Posted 28 March 2008 - 05:43 PM

I think people should stop complaining. It's better than absolutely nothing...

No it's not. It's like parking your convertible with the top down, but locking the doors. That's not better than nothing.

Let's give these topics a rest, OK? If someone devises a new protection scheme, I suggest they test it with their friends (and maybe discuss it with NakedPaulToast :( ) before announcing it in a Community topic.
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