Resource Encrypter
#1
Posted 28 May 2012 - 08:37 PM
#2
Posted 28 May 2012 - 09:03 PM
there may be a way to unencrypt files and load them but i am unaware, you can encrypt anything but reversing it ingame is another matter
#3
Posted 28 May 2012 - 09:08 PM
#4
Posted 28 May 2012 - 09:10 PM
#5
Posted 28 May 2012 - 09:16 PM
Ok. it has that function, but I'm not quite sure how to assign an object the sprite. Below is the info for the stuff. Could you make a code sample for me?
The object is called: title
The directory of the gmspr is: C:\Users\Nicholas\Desktop\123.gmspr
If there is anything else you need to know to help me, just let me know.
Edited by NicholasJames2378, 28 May 2012 - 09:24 PM.
#6
Posted 28 May 2012 - 09:44 PM
all you need to do is set up a sprite like you do normally in game maker, lets say its called spr_player and has collision masks and animation set up thats all lovely and has the origin. when you export the sprite to a file all this info is stored like the name(used ingame) and origin. so you would just have your object set its sprite to spr_player(make sure this happens after you have added the sprite/ loaded)
if for some reason i am wrong try saving the id to a variable like spr=sprite_add_sprite.
"As this file contains all sprite settings, no further arguments are required. The function returns the index of the new sprite that you can then use to draw it or to assign it to the variable sprite_index of an instance. When an error occurs -1 is returned." i think i was wrong the first time, try both
or have an empty sprite(in game maker) witht he right name(ie one with no image assigned, but the sprite exists) and use sprite_replace_sprite(ind,fname) which would then mean you dont require to store the ind in a variable(if my first statement was wrong)
#7
Posted 28 May 2012 - 11:45 PM
then you use the _replace function passing along the index that you created and also the properties you specified for the resource
AKA sprite_replace sprite0 passing along sprite_get_precision(sprite0) and so on.
You cannot decrypt while reading the external file. you have to use a DLL to encrypt, decrypt the file to a temporary file readable by a GM function...
GMBinFile in my tools allows password protection and encryption/decryption and file bundling.
#8
Posted 30 May 2012 - 02:09 PM
</question>
EDIT: i suppose having resources separate from the game increases modding support
Edited by jflorek, 30 May 2012 - 02:11 PM.
#9
Posted 30 May 2012 - 02:25 PM
it does if you design appropriately
#10
Posted 30 May 2012 - 07:55 PM
#11
Posted 31 May 2012 - 12:23 AM
#12
Posted 28 July 2012 - 05:09 PM
player_sprite.png
to
<your encrypted string>.png
But someone can still open it.
Now change it to
<your encrypted string>.<random three letters>
Before you load the sprites, have your game change the name correctly. Once you have loaded them change the names back.
#13
Posted 31 July 2012 - 02:07 AM
A great way to encrypt is to use an ecryption program on the name, such as changing
player_sprite.png
to
<your encrypted string>.png
But someone can still open it.
Now change it to
<your encrypted string>.<random three letters>
Before you load the sprites, have your game change the name correctly. Once you have loaded them change the names back.
Well then it isnt encrypted...
So that is not "a great way to encrypt"
I would suggest using a dll such as ultracrypt
http://gmc.yoyogames.com/index.php?showtopic=245305
or
tarc if you can find a mirror
http://gmc.yoyogames.com/index.php?showtopic=280427
Also, it would be pointless changing the name of the file then changing it back; that is just unneccessary resource usage (albiet small).
Edited by Fragment, 31 July 2012 - 02:08 AM.
#14
Posted 31 July 2012 - 12:40 PM
.tal
file and think "I found the images used in this game! Yes!"
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users











