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Game Maker Obfuscator - Protect your GM source


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#61 OpticalLiam

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Posted 02 May 2008 - 02:59 PM

Excellent work Shreib, I have been waiting for something like this. One thing, I got an error message about the obfuscator being confused and all it said was "At line: 37". Line 37 where?

Also, I just ran the same file through the obfuscator again and this time it is confused at "Line: 1" at only 28% (it got to around 60% the first time).

Edited by OpticalLiam, 02 May 2008 - 03:08 PM.

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#62 Mordi

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Posted 02 May 2008 - 03:03 PM

Excellent. Now, all we need is a GM7 version.
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#63 Schreib

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Posted 02 May 2008 - 03:08 PM

OpticalLiam; Line 37 in the resource it was trying to obfuscate. That could be an object, a timeline or a script. So if it's in an object, you'll have to look through all events to find it. I might considering simplifying this.

Edit; At 28%? Can you please PM me your file? I need to look through this.

Edited by Schreib, 02 May 2008 - 03:08 PM.

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#64 OpticalLiam

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Posted 02 May 2008 - 03:13 PM

OpticalLiam; Line 37 in the resource it was trying to obfuscate. That could be an object, a timeline or a script. So if it's in an object, you'll have to look through all events to find it. I might considering simplifying this.


I gathered, but how do I know which one it was? The process bar underneath said it was processing some crazilly named (obfuscated) script. So I had no idea where to look. The thing is this game contains a collosal amount of scripts and code.
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#65 Schreib

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Posted 02 May 2008 - 04:17 PM

We've looked through the script in question and found that a /* comment in his code was not concluded with a */. I'll fix this for the next version.

Edit; This is a list of things or fixes of which I plan to have in the new version.

  • Fix bug above
  • Add the "default" statement as non-permitted replacement
  • Add warning to overwriting original file
  • Add GMK support. This is ONLY done with YoYoGames' consent, which I have PM:ed for.
  • Add a list of variables, functions, resources and the like which the obfuscator will not replace
  • FileChooser remembers old location

Edited by Schreib, 02 May 2008 - 07:12 PM.

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#66 jsmithLMSL

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Posted 02 May 2008 - 07:24 PM

Add GMK support. This is ONLY done with YoYoGames' consent, which I have PM:ed for.


(I read through from page 1) Very cool little program. Provided you recieve approval to move forth with the above statement, I'll be looking forward to running this on my own creations though I doubt anyone would ever want to decompile them for anything. Regardless, as mentioned a lot through the posts of this string, this is a nice change of pace to the normal discussion on decompiling and it's neat to see an offered solution supported by all including mods. Bravo.

Edited by jsmithLMSL, 02 May 2008 - 07:27 PM.

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#67 Tahnok

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Posted 02 May 2008 - 08:20 PM

You may want to have a look over this post, Schreib:
http://ismavatar.pro...i...&thread=483

It makes some good points regarding the legality of using GMK files. Of course, I respect that you want to actually get formal permission first.

Also, as long as you're adding a list of variables that should not be changed, would it be possible to add a list of variables that should be changed (whether they are within a string or not)? In my current project I mostly use variable_local_exists when creating certain objects. The idea is that objects' variables can go to a default value (which is what happens if they don't exist) or they get set after creation from the creating object. Without the check to see if they exist or not the default values always override the ones passed in. Finding all occurrences of the variables within a string should be easy, because all the variable names are already there in one piece.
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#68 HiroLord

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Posted 02 May 2008 - 09:56 PM

Meh, stupid IE. It makes it download as a .zip file. Anyway, it looks great. I got it from a friend, and its awesome. i hope you can make a gmk version :D

BTW, opening the ZIP, this made me laugh:
Posted Image
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#69 drazzke

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Posted 02 May 2008 - 10:57 PM

This will be very useful, although sadly I will not be using it until there is a release for .gmk files, as I no longer use GM6.
Nice job :D
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#70 Pie Person!

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Posted 02 May 2008 - 11:53 PM

Umm... Why do you want to release the source of code in the first place?
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#71 Dmaster270

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Posted 02 May 2008 - 11:57 PM

Umm... Why do you want to release the source of code in the first place?

You don't. This is incase someone Decompiles it. They'll get confused.
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#72 skinnyeddy

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Posted 03 May 2008 - 12:52 AM

I fully support this and the (possible) GM7 version. Anything that helps people to protect their games. Keep up the Good work! :D
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#73 Jay Da Master

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Posted 03 May 2008 - 02:39 AM

This looks really good and useful, great work. It's probably the closest we'll get to making gm games un-decompilable. I hope to see gm7 support in the near future.
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#74 mme

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Posted 03 May 2008 - 02:57 AM

This is very nice, just waiting for a .gmk one now :D
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#75 David Dark

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Posted 03 May 2008 - 08:07 AM

woohoo! \o/ we are safe!
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#76 Bob 11500k

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Posted 03 May 2008 - 09:25 AM

Maybe after you've obfuscatored your own game, you could try decompiling it. But if it's illeagal to decompile your own game, then never mind what I just said.

I can't download due to a something that's wrong with my computer (I know it's my computer) but reading what everybody else has posted it looks like it's going well.

Keep up the good (obfuscured) work :D .

~Bob - 11500k :whistle:
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#77 Schreib

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Posted 03 May 2008 - 03:32 PM

Meh, stupid IE. It makes it download as a .zip file. Anyway, it looks great. I got it from a friend, and its awesome. i hope you can make a gmk version -_-

BTW, opening the ZIP, this made me laugh:
Posted Image

Hahah, I forgot that I hade created the manifest file inside the JAR and chose a rather unsuitable name.
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#78 Schreib

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Posted 03 May 2008 - 10:45 PM

Here is a screenshot of the upcoming version;

Posted Image
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#79 name

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Posted 03 May 2008 - 11:24 PM

Lookin good.
-_-
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#80 Tahnok

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Posted 04 May 2008 - 02:39 AM

Very cool. I'm so glad to see that GMK radio button.

One thing I noticed is that I don't see any way to load a text file full of variable names. It's going to get rather old having to reenter the entire list every time a new version of a game is released and the source has to be run through the program.
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