HOW DO I STOP PEOPLE EDITING MY GAME MAP?
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One of the things I loved about the civilization games (especially civ II) was how much you can customize them. If you make a great game and someone wants to change parts of it, I say let them. As long as they give you credit for the game itself, it could be good press.
author=CherryI never got the script to work, or then Everlasting Journey is protected with something else too than Molebox. Off to open Final Fantasy Dreams then.author=NightowlMy script is #1 on Google for "unpack molebox", "molebox unpacker", etc. - So it's really easy to find it.
h0nkh0nkh0nkh0nkh0nkh0nkh0nkfaygoiscoolh0nkh0nkh0nkh0nk.
Oh, and speaking of Decryptors, then just go find that Cherry's tutorial for decrypting Moleboxed projects.
h0nk :o)
Any encryption is just "homeopathic", I believe.
EDIT: Ah so much for that crap. F-Secure keeps thinking the script's a virus and I can't disable the program.
h0nk.
I've never knowingly co-opted someone's coding or eventing, despite the fact I get into just about every RM game I download in order to add in a save anywhere feature or fix some minor problem that slipped by the testers.
With earlier generations of Rpg Maker, it always seemed humorous to me that people would try to molebox/encrypt/protect something they created in a program that was illegally translated/distributed. Hello Kettle, this is Pot, I've got some news for you...
If you really want to protect your work, why not use a different maker that is inherently less transparent?
With earlier generations of Rpg Maker, it always seemed humorous to me that people would try to molebox/encrypt/protect something they created in a program that was illegally translated/distributed. Hello Kettle, this is Pot, I've got some news for you...
If you really want to protect your work, why not use a different maker that is inherently less transparent?
author=Killer WolfOr when people encrypt a game 90% made with rips, extern coding (like, a coder that SHARED his work and says "You have to share it the same way")...
With earlier generations of Rpg Maker, it always seemed humorous to me that people would try to molebox/encrypt/protect something they created in a program that was illegally translated/distributed. Hello Kettle, this is Pot, I've got some news for you...
I've not seen much RM games that break that (not using ANY rip-off, musical or graphical). And when I've seen them, they're like going for money or let them open.
And they're scarce. VERY scarce. But exist.
EDIT: But anyway, encrypting or not is a personal choice. I'm not against it, I just think it's useless.
I by myself, like for example, seeing only one .dat file rather than 4kk tiny files. But it's my vanity.
author=Nightowlauthor=CherryI never got the script to work, or then Everlasting Journey is protected with something else too than Molebox. Off to open Final Fantasy Dreams then.author=NightowlMy script is #1 on Google for "unpack molebox", "molebox unpacker", etc. - So it's really easy to find it.
h0nkh0nkh0nkh0nkh0nkh0nkh0nkfaygoiscoolh0nkh0nkh0nkh0nk.
Oh, and speaking of Decryptors, then just go find that Cherry's tutorial for decrypting Moleboxed projects.
h0nk :o)
Any encryption is just "homeopathic", I believe.
EDIT: Ah so much for that crap. F-Secure keeps thinking the script's a virus and I can't disable the program.
h0nk.
About "crap": In the tuts4you thread there is even a video how to use it. And I know the problem about the virus alert, but it is a false positive. It's because filelen.exe is so small - this makes it more likely to be misdetected as virus.
If you don't trust "filelen.exe", you can compile it yourself. Its source code consists of the following two lines (for FreeBasic):
#Include "file.bi"
End(FileLen(Command()))
All I wanted to say with this post is that encryption is sense- and useless since it only makes people suspicous. If somebody wants to crack it, he can do it easily. And if he can't get the Molebox script to work, like you, he asks in a forum or asks me - but in any way, he will get what he wants eventually. If we take the side-effects of encrpytions (like problems with Molebox) into account, we clearly see that people don't do themselves anything good by encrypting their projects.
Plus, people encrypting their games remove the possibility of players fixing their bugs that way. It happened several times to me that I was playing a game and there was a bug which would normally made me unable to continue playing. I then opened the project in RM and fixed the bug or worked around it (by teleporting me, for example).
we clearly see that people don't do themselves anything good by encrypting their projects.
This just needed to be said again.
You could always make it so a virus infects a computer when one try to encrypt as that would be the ONLY way to discourage. but then, they may not want to play your game after that. Soooooooooooo Virus or people hating you for infecting them. Choose wisely.
author=Killer Wolf
I've never knowingly co-opted someone's coding or eventing, despite the fact I get into just about every RM game I download in order to add in a save anywhere feature or fix some minor problem that slipped by the testers.
With earlier generations of Rpg Maker, it always seemed humorous to me that people would try to molebox/encrypt/protect something they created in a program that was illegally translated/distributed. Hello Kettle, this is Pot, I've got some news for you...
If you really want to protect your work, why not use a different maker that is inherently less transparent?
Hmm. I can't say I like the idea of someone reverse-engineering my game to suit their own tastes. It not only disrupts the intended gameplay, but also potentially creates bugs and glitches during said gameplay. I'd much rather just be informed of bugs and gameplay problems so that I can update the game myself, instead of having people tinkering with my events and code without understanding how I went about assembling the system.
I use RPG Maker XP, which has its own built-in dycrption (though I have heard that it is easy enough to circumnavigate). It is of course impossible to stop people from hacking into things if they are dedicated enough, but I'd much rather people tell me what is wrong with my game so that I can fix it myself. I do, after all, know how everything is supposed to fit together better than anyone else.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh yeah? You expect people who encounter bugs to just wait for a week or two for you to fix them? What about people who are downloading it five years from now? You expect them to email you and wait patiently too?
Not every one is ready to contact, in all uncertainty, the maker and wait for an eventual answer.As for xp, I know i've quit quite a few games because I couln't edit them, this said I understand your point, but will you always be accessible?...
Well, I would hope that all game-ending bugs would be located through playtesting before the release. I usually ask other people to playtest my stuff to catch things I might has missed. If there are any bugs left that really shut down the game, then I'm just a bad game designer, lol!
But yes, I'd much rather know what the problem is from people. I recall one comment I received when I put together my very first RPG Maker game (reproduced below in full):
"Whoa dude, there is a BIG bug in your game, but I'm not going to tell you what it is because it lets me skip far ahead!"
It took me a full week to find and correct the problem without knowing exactly what it was. The game was actually pretty popular with the community, despite its warts, but it could have been so much better with more accurate feedback.
But yes, I'd much rather know what the problem is from people. I recall one comment I received when I put together my very first RPG Maker game (reproduced below in full):
"Whoa dude, there is a BIG bug in your game, but I'm not going to tell you what it is because it lets me skip far ahead!"
It took me a full week to find and correct the problem without knowing exactly what it was. The game was actually pretty popular with the community, despite its warts, but it could have been so much better with more accurate feedback.
Do you have a problem with the mod culture that exists for commercial games? Some of the best times I had with Max Payne came through mods designed to make the game play differently than it was intended to out of the box. Are user based patches that fix (at least, perceived) critical game imbalance issues (like the patch to remove a healthy quantity of 'The Suck' from the firearms in Arcanum) taboo?
The save anywhere thing is a matter of personal taste. If a game is really solid, I might not miss it enough to bother breaking whatever protection they have in place, if any, just to patch the save anywhere function in. A simple fix is to have all games come with the feature already built in, but that is just wishful thinking on my part.
The save anywhere thing is a matter of personal taste. If a game is really solid, I might not miss it enough to bother breaking whatever protection they have in place, if any, just to patch the save anywhere function in. A simple fix is to have all games come with the feature already built in, but that is just wishful thinking on my part.
Don't get me wrong, I think mod communities are great, and a testament to how good a game is. What gets me worried though is when people start reverse-engineering the entire game to create something new. In its most extreme case, this violates creative integrity and amounts to the theft of resources and code. This is why all commercial games and software have an agreement against reverse-engineering said software.
With the RPG Maker community, most things are already shared freely. If I come up with some really cool code or graphic resources, I'll probably share them. I'd rather people just play my game as I intended it to be played, or not bother playing it at all. If you change my game to something else, it's not my game anymore.
With the RPG Maker community, most things are already shared freely. If I come up with some really cool code or graphic resources, I'll probably share them. I'd rather people just play my game as I intended it to be played, or not bother playing it at all. If you change my game to something else, it's not my game anymore.
EDIT: But anyway, encrypting or not is a personal choice.
Just saying that if you happen to use any piece of code released under GPL (or a similar license), you'll be obligated under the license terms to release the source code of the game in its entirety. In other words, encryption isn't always a personal choice depending on exactly what you used to make the game.
That said, encryption sucks. Those who use encryption fail. Don't do it.
I suppose you could just include whatever GPL code you used in a separate txt file, provided you didn't integrate it in with the rest of the code.
I wouldn't think that fixing a few bugs would qualify as drastically changing the intended experience, unless, maybe, your name is Bethesda. *Rimshot*
Have there been any documented incidents of someone lifting the entirety of somebody else's events/coding in order to re-purpose it into a new game? I always figured this was what the Plagiarism language in the submission guidelines was intended to deal with, considering the prevalence of rips and midi borrowing.
Have there been any documented incidents of someone lifting the entirety of somebody else's events/coding in order to re-purpose it into a new game? I always figured this was what the Plagiarism language in the submission guidelines was intended to deal with, considering the prevalence of rips and midi borrowing.
Have there been any documented incidents of someone lifting the entirety of somebody else's events/coding in order to re-purpose it into a new game?
I don't remember any such incidents as far as I remember for RM2K(3) games, primarily because it's extremely complicated to move over complex systems coded via events in-between games (all but impossible if we're talking moving into a WIP game).
For RMXP/VX though, I have no clue. Obviously it's much easier to move script code in-between games, so I wouldn't be surprised if some fool thinks he can get away with it and tries it.
I don't know for sure either. I think most people in the community are too decent for that kind of stuff anyway.
One thing this thread has made me decide is to have a save anywhere feature built-in, lol! If people are that passionate about it, it's going in there!
One thing this thread has made me decide is to have a save anywhere feature built-in, lol! If people are that passionate about it, it's going in there!
Hmmmm... this discussion gave me some inspiration.
http://rpgmaker.net/forums/topics/9557/?post=311028#post311028
You can now save your game at any time. Works with all RM2k(3) games.
http://rpgmaker.net/forums/topics/9557/?post=311028#post311028
You can now save your game at any time. Works with all RM2k(3) games.