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Is it possible to leech/steal HTML5 games?


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#1 Keysle

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Posted 06 October 2011 - 09:43 PM

The resources are all right there. Sure, they might not be able to decode the obsfuscationizationastlsdfasggljl but they can rehost my game and make ad$$$ off my hard work
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#2 slam drago

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Posted 06 October 2011 - 09:45 PM

You can do the same with flash.
This has always been a problem.

Edited by slam drago, 06 October 2011 - 09:46 PM.

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#3 pedrosorio

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Posted 06 October 2011 - 11:16 PM

You can do the same with flash.
This has always been a problem.


But the main revenue for flash games is in-game ads.
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#4 OMGCarlos

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Posted 06 October 2011 - 11:28 PM

There was a thread in here somewhere that had some tips on making it more difficult to do so.
* One was to include a simple check somewhere inside your code such as "if this-url != actual-url then end_game()".
* You could even obfuscate "actual-url" by conjoining two strings
* You could include your ads in your game like pedrosorio said. You could even make the game a little wider and have a dedicated "ad space" that shows inside the canvas. This would actually be very easy to do.
* Remember people can steal ideas, but they can't steal you (well they can, but you know what I mean :P )
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#5

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Posted 07 October 2011 - 07:13 AM

We do have a couple of ideas for slowing this down (unless you use a server, you can never stop it), and once the bug list is down we'll see about implementing it.

#6 Alert Games

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Posted 22 October 2011 - 09:44 PM

I think the best thing to do is to put your logo as the loader and intro to the game. Since it is client based, its the same as a downloadable game; both can be re-hosted.

If you reference another script on the page to check this, sombody else can make a forge script to do the same check. Like Mike said, it would only slow someone down unless you have your own server.
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#7 Psalms23

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Posted 22 December 2011 - 11:45 AM

* One was to include a simple check somewhere inside your code such as "if this-url != actual-url then end_game()".
* You could even obfuscate "actual-url" by conjoining two strings


Those are good ideas, has anyone tried this?

Even better, instead of "end_game()" you could go to "my-url.com"

Edited by Psalms23, 22 December 2011 - 11:46 AM.

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#8 DZiW

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Posted 22 December 2011 - 11:34 PM

Just a remark. The worst thing one can do after such check is either immediately exit or cry "Wolf! Wolf!"
Do you realize that modern debuggers make it a piece of cake to trace/breakpoint such events?
Then he can see where your silly "screamin'n'shouting" pseudolamerishprotection is and do whatever he wants.

Shortly, implemented this way it's no protection at all. You'd rather delay checking as long as possible and instead of stupid actions just use some indirect check and, say, forget to clean dynamic resources, mishap used surfaces and so on--you app would just crash as if poorly coded (no matter if it really is) or ask for some resources at '\\gamedata\engine.dll', whatever; but should work fine if not compromised.

Hope you did grasp the idea ;)

The only thing that still makes me sad is that they keep talking about some "better" (for who?) encryption/obfuscation whereas new decompilers keep appearing as jacks-in-the-box. Isn't it rather trivial then?
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#9 Debels

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Posted 23 December 2011 - 04:27 AM

well doing a quick search on GM HTML5 codes i found something: YoYo_GetDomain()

so you can do something like:

if YoYo_GetDomain() != 'www.mywebsite.com'
{
show_message('Game Only Available in www.mywebsite.com');
game_end();
}

i think something like that "COULD" work
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#10 kburkhart84

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Posted 23 December 2011 - 05:41 AM

well doing a quick search on GM HTML5 codes i found something: YoYo_GetDomain()

so you can do something like:

if YoYo_GetDomain() != 'www.mywebsite.com'
{
show_message('Game Only Available in www.mywebsite.com');
game_end();
}

i think something like that "COULD" work


It could, until somebody hacks it. They can either change the domain it looks for, or make it not do anything upon failing that check, or actually remove the code completely. It could help in stopping some people, but its one of those things that will not stop the truly determined, and in reality nothing will. I believe this discussion has come up plenty before, though it was discussing PC games instead. But the same reality applies.
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#11 salaH

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Posted 07 January 2012 - 05:50 PM

how exactly would someone make money on your games?
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#12 Rusky

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Posted 07 January 2012 - 08:29 PM

Ads on the page.
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#13 salaH

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Posted 08 January 2012 - 10:05 PM

Ads on the page.

it would have to be a really popular page
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#14 Dark Matter

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Posted 08 January 2012 - 10:09 PM


Ads on the page.

it would have to be a really popular page

If you made a really good game, that wouldn't be unusual.
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#15 salaH

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Posted 11 January 2012 - 03:28 PM



Ads on the page.

it would have to be a really popular page

If you made a really good game, that wouldn't be unusual.

dont you need like 50,000 views a week or something to get any sponsors, and even then the sum is pretty small. if the page becomes very popular then the freud should become more obvious
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#16 Smarty

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Posted 11 January 2012 - 03:44 PM




Ads on the page.

it would have to be a really popular page

If you made a really good game, that wouldn't be unusual.

dont you need like 50,000 views a week or something to get any sponsors, and even then the sum is pretty small. if the page becomes very popular then the freud should become more obvious

I guess that was a fraudian slip. :P

What we really need is a solution like Mochiads but then for HTML5 games. Mochiads provide an interface to easily include advertisements in your game. No matter where the game is located, clicks are tracked by Mochiads and paid for accordingly. If we'd have it, you'd actually encourage your game to be placed all over the web, as long as the advertisements stay in place. More exposure, more clicks, more cash.
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#17 GrixM

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Posted 11 January 2012 - 08:06 PM

dont you need like 50,000 views a week or something to get any sponsors, and even then the sum is pretty small. if the page becomes very popular then the freud should become more obvious


You don't need a specific amount of viewers to place ads on your site, and 50 000 views a week could mean thousands of dollars a year or even much more.
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#18 blackhawkrobbo

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Posted 15 January 2012 - 05:57 PM

Another extra slowing-down option: Whenever you run the game for the final time, generate an MD5 of the resources and the script. Then check if the MD5 is still the same? Just an idea.

Also, encoding resources in AES ? :) Military style
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#19 Sirke

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Posted 17 January 2012 - 01:49 PM





Ads on the page.

it would have to be a really popular page

If you made a really good game, that wouldn't be unusual.

dont you need like 50,000 views a week or something to get any sponsors, and even then the sum is pretty small. if the page becomes very popular then the freud should become more obvious

I guess that was a fraudian slip. :P

What we really need is a solution like Mochiads but then for HTML5 games. Mochiads provide an interface to easily include advertisements in your game. No matter where the game is located, clicks are tracked by Mochiads and paid for accordingly. If we'd have it, you'd actually encourage your game to be placed all over the web, as long as the advertisements stay in place. More exposure, more clicks, more cash.

Aren't click-through solutions already outdated? :)
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#20 Smarty

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Posted 17 January 2012 - 02:48 PM

Aren't click-through solutions already outdated? :)

Click-through isn't the only thing paid for, impressions (ads being displayed) are rewarded as well. Much less per view than a click, of course, but provided that your game is played a lot, they can add up. And being able to host your game in as many places as possible is certainly one thing that helps to get the exposure that earns you money.
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