[QUOTE=Reg;28827114]Wouldn't it be wiser to use <Layer number="4" Width="25" Height="18"> ?[/QUOTE]
Yea i thought of that just as i was posting it :v:
I got an idea for a (pretty secure) product registration system.
It would be based on 4*4 hex strings, example: AB9F-1AC6-5C21-43A9
That would allow for an almost infinite set of possible combinations. (18446744073709551616 or something like that)
The registration system would then work like this:
[list]
[*]User makes an account on product's website
[*]User purchases the product
[*]A new unique key in the format above is generated and stored in a database, linked to the user's account. The user receives the key via e-mail
[*]The user downloads the product and executes it for the first time. Prompts in their email address and password, and is asked for the key, to make sure the user is the person they claim to be.
[*]After the first time, the product will only ask for e-mail and password (when executed on a new computer) to make sure the user owns a copy.
[/list]
It would actually fight off piracy because it all depends on my server, but if one user intentionally shares their email address and passwords with the world it would be pretty unsafe. Unless I block accounts if there are more than 10 accesses at the same time or something. Then it would be a perfect and piracy proof system. Until they hack my servers.
So basically your idea is CD-keys only registerable online.
You know people are going to crack the thing to work offline, right?
Also your DRM promotes piracy as it disables offline. Kinda like Assassin's Creed 2.
[QUOTE=Reg;28828133]It would actually fight off piracy because it all depends on my server, but if one user intentionally shares their email address and passwords with the world it would be pretty unsafe. Unless I block accounts if there are more than 10 accesses at the same time or something. Then it would be a perfect and piracy proof system. Until they hack my servers.[/QUOTE]
Adding to what Maurice said, some clever lad will just add a NOP instruction to the registration portion and bypass the entire thing. It's pretty untenable to keep your product safe when it's going to be on someone else's hardware on their software. They can monitor, probe, and modify your program as it's running.
[QUOTE=Reg;28828133]I got an idea for a (pretty secure) product registration system.
It would be based on 4*4 hex strings, example: AB9F-1AC6-5C21-43A9
That would allow for an almost infinite set of possible combinations. (18446744073709551616 or something like that)
The registration system would then work like this:
[list]
[*]User makes an account on product's website
[*]User purchases the product
[*]A new unique key in the format above is generated and stored in a database, linked to the user's account. The user receives the key via e-mail
[*]The user downloads the product and executes it for the first time. Prompts in their email address and password, and is asked for the key, to make sure the user is the person they claim to be.
[*]After the first time, the product will only ask for e-mail and password (when executed on a new computer) to make sure the user owns a copy.
[/list]
It would actually fight off piracy because it all depends on my server, but if one user intentionally shares their email address and passwords with the world it would be pretty unsafe. Unless I block accounts if there are more than 10 accesses at the same time or something. Then it would be a perfect and piracy proof system. Until they hack my servers.[/QUOTE]
stop. you aren't going to stop people from cracking software.
I see. Well, I tried.
If you want copy protection that isn't completely pathetic then you'll need active hardware keys
[QUOTE=Maurice;28821759]News from my stupid physics game:
It's now actually a game! Place tiles so that each goal piece is hit by a ball!
You can also upload levels ingame now. They immediately appear in the level browser.
[B][url]http://stabyourself.net/physicsR29.love[/url][/B]
When you make a level, you have to mark the tiles the player will have to place himself by rightclicking them (They will turn translucent)
You can upload a level once all goals are activated (to prevent impossible levels) by clicking the yellow "upload" button in the top right corner.
Upload some levels! Please?
[editline].[/editline]
"Chain Reaction" is pretty nice. Whoever made that deserves a pat on the back.[/QUOTE]
Agh. I keep forgetting to make it so that the player has to place blocks somehow. Can you make it so that it warns you if you don't have any blocks like that before you upload or something? :frown:
[QUOTE=BlkDucky;28828603]Agh. I keep forgetting to make it so that the player has to place blocks somehow. Can you make it so that it warns you if you don't have any blocks like that before you upload or something? :frown:[/QUOTE]
Sure.
[editline].[/editline]
[url]http://stabyourself.net/physicsR30.love[/url]
Fuck, android's "Gallery" widget sucks hard.
a) doesn't render correctly initially
b) forces some weird overlap, but mostly what fucks my shit is that it is
c) "center locked". Wtf, so you're telling me I [i]can't[/i] have my gallery's first position be left hand justified?
I have to admit, it does look sexy on my phone, but the left-hand-justified thing is a deal breaker, it fucks my whole page flow.
I'm at a loss as to what to do now; all I need is a fucking series of images the user can scroll through. (and before you say it, no I can't use a scroll view because scroll views inside scrolls views are impossible according to android)
[QUOTE=Maurice;28828671]Sure.[/QUOTE]
I would be fun to have a vote up/down button on the level editor, like reddit. I think that would be a good way of filtering out the crap. (Though the past couple upload have been pretty cool)
[QUOTE=polkm;28828822]I would be fun to have a vote up/down button on the level editor, like reddit. I think that would be a good way of filtering out the crap. (Though the past couple upload have been pretty cool)[/QUOTE]
Yes we have that planned. Also comments and profiles.
Also R31 with exit button and removed rainbow palette from play mode because it had no use.
[url]http://stabyourself.net/physicsR31.love[/url]
Yes. It will take a while though since I'm the one doing it
(the server backend that is)
decided to delve into writing x86 asm (instead of reading it which i am used to), so i wrote a compiled 4klang host in nasm.
[code]global _start
; 4klang
extern __4klang_render@4
smplen equ 0x33AE000 ; samples*channels*bitdepth
; kernel32
extern _VirtualAlloc@16
extern _CreateThread@24
extern _ExitProcess@4
extern _Sleep@4
; winmm
extern _waveOutOpen@24
extern _waveOutPrepareHeader@12
extern _waveOutWrite@12
extern _waveOutGetPosition@12
section .text code
_start:
; allocate some mem for the samples
push 0x40
push 0x1000
push smplen
push 0
call _VirtualAlloc@16
; render in a thread for realtimeness
mov [wavhdr], eax
push 0
push 0
push eax
push __4klang_render@4
push 0
push 0
call _CreateThread@24
; stupid waveform audio api bullshit
times 3 push 0
push wavfmt
push 0xffffffff
push wavout
call _waveOutOpen@24
push 32
push wavhdr
mov eax, [wavout]
push eax
call _waveOutPrepareHeader@12
push 32
push wavhdr
mov eax, [wavout]
push eax
call _waveOutWrite@12
runloop:
; get the current position in samples
; maybe geel9 should use the waveform audio api!
push 12
push time
mov eax, [wavout]
push eax
call _waveOutGetPosition@12
; check if curpos < smplen
mov eax, [time+4]
cmp eax, smplen
jl runloop
; we're done
push 0
push _ExitProcess@4
section .data data
wavfmt:
dw 3, 2
dd 44100, 352800
dw 8, 32, 0
wavhdr:
dd 0, smplen
times 6 dd 0
wavout:
dd 0
time:
dd 3, 0, 0
[/code]
if you don't know what it does, just [url=http://dl.dropbox.com/u/2116169/nasm%2B4klang%2Bcrinkler.exe]run this[/url] (packed with crinkler down to 1962 bytes).
[editline]26th March 2011[/editline]
[QUOTE=Reg;28828133]The registration system would then work like this:
[list]
[*]User makes an account on product's website
[*]User purchases the product
[*]A new unique key in the format above is generated and stored in a database, linked to the user's account. The user receives the key via e-mail
[*]The user downloads the product and executes it for the first time. Prompts in their email address and password, and is asked for the key, to make sure the user is the person they claim to be.
[*]After the first time, the product will only ask for e-mail and password (when executed on a new computer) to make sure the user owns a copy.
[/list][/QUOTE]
[list]
[*]someone with fair knowledge in reverse engineering does an unconditional jmp over your entire prompt.
[/list]
[QUOTE=efeX;28828254]stop. you aren't going to stop people from cracking software.[/QUOTE]
Well you could do something like OnLive were you receive video and you send input to a remote program. Then all you have to worry about are hackers and leakers.
Anyways, unless you store some information the program needs to run on the server then your authentication is pretty much useless. Still no reason to invest more time in protect than in your program. I see too many times companies spending more money on protecting their software instead of making it better :\.
[QUOTE=high;28831157]Well you could do something like OnLive...[/QUOTE]
no.
It's nothing amazing but yeah, new to c++ and managed to write a program that listens on a port for tf2 server logs (from logaddress_add ...) and records all kills in a database. Tomorrow I intend on setting it up to build automatic heatmaps with the data.
[QUOTE=Jimbomcb;28831428]It's nothing amazing but yeah, new to c++ and managed to write a program that listens on a port for tf2 server logs (from logaddress_add ...) and records all kills in a database. Tomorrow I intend on setting it up to build automatic heatmaps with the data.[/QUOTE]
That's better than I can do with C++ :saddowns:
If you can get your game on Steam, offer regular updates, and have a playable demo, you'll be cutting down on piracy quite a bit.
The point isn't to stop piracy, it's to reduce it as much as possible by making the game accessible. A lot of people I know pirate games to demo them, then buy the actual game. Other people I know pirate because a game is too expensive / not convenient enough to buy.
I personally don't pirate games, because I feel developers deserve money for their hard work. That being said, I don't buy games from developers that add excessive DRM to an overpriced game that's not all that convenient to purchase.
it could have been done just as easy in many different languages.
threading is fun.
[QUOTE=Jimbomcb;28831538]it could have been done just as easy in many different languages.
threading is fun.[/QUOTE]
I know C#. I just don't know C++.
I may be absolutely wrong on this, but I call bs on "piracy as demo" argument. I know that personally, I would very rarely be able to bring myself to pay for something once I already had it. That's partly why I never pirate games. But I guess everyone's different.
The best anti-piracy is to block your online services from pirate's use. This is what garry did with gmod.org ect ... People can still get around it but its a pain. :/
I am not digging this "pro-piracy" movement on the interwebs. The audacity people have to not only enjoy the developer's hard work without helping them out, but to also say that the devs should thank them for making the game more popular, thats just plain douchebagery. When was the last time you pirated a game that you enjoyed and said to yourself "Oh this game is really fun, I should buy it now", never, its never happened to you. If for some unknown reason you did in fact buy the game it might as well never happened, your contribution is negligible in the face of thousands of others pirating.
A pirated game is a sale lost? ... Incorrect, there is no way of knowing if that pirate would have bought the game, but what you do know is that the game was good enough to go though the hassle of pirating it. Pirating does directly effect sale though, lets say that 1 in 10 of the market likes the game enough to actually buy it (this represents sales without piracy) and then there is another 1 in 10 who pirate the game. When there is a cross over of those to groups, there is a loss of sales. If that cross over becomes to large, then the company losses more and more sales. People are right to say that not all of those pirates would have bought the game, but some would have.
Do pirates make the game more popular and in turn result in more sales? This would depend on the game, if its one who benefits so greatly from people just being on a server playing the game then maybe the gained sales from popularity would counter the sales lost from the previous example. But like the previous example there is no way of knowing, and it all comes down to chance, a chance that developers shouldn't have to take. Pirates on average make horrible contributions to the game's community. Why should they? They have no investment in the game or its community. It is more likely they will be trolls or griefers.
I might have miss another excuse people use to make them selves feel better about pirating, if so, please do tell me, so I can dismiss them too.
ps. geel9 was perma'd *raises glass to a fellow programmer*
I don't like the irresponsible and short-sited behavior of many pirates, specifically those who say shit like "no multiplayer; won't pay for it", but I do believe that media/art is essentially owned by everyone, while simultaneously being the responsibility of everyone. If you can support the industry, you should. If you cannot, that doesn't mean it isn't your birthright.
I also think that pro-pirate claims of "no lost sales" as taking the stupidity of game companies who multiply the cost of their game by the number of illegal downloads to the other illogical extreme. Sure, there are those that may not have purchased, but there are also those that would have purchased; had their arm been twisted, or if they weren't irresponsible consumers.
[editline]27th March 2011[/editline]
Also: cool, jimbo.
I still have never touched any network stuff...
[QUOTE=RyanDv3;28831606]I may be absolutely wrong on this, but I call bs on "piracy as demo" argument. I know that personally, I would very rarely be able to bring myself to pay for something once I already had it. That's partly why I never pirate games. But I guess everyone's different.[/QUOTE]
I have actually done this several times. I got tired of buying games that I ended up hating. If only you could get a refund if you hated the game before completing 50% of it.
Although todays games are no were close to being worth 60$. I find myself only buying older games, a newer game that is on sale or an indie game.
You know, deciding whether to pirate or not can be kind of interesting. Assuming an individual likes a game enough to buy it, but is unsure of whether they should buy it or not. One lost sale isn't going to mean much to a company, and the individual would be better off. However, if everyone thinks like this, they would all be worse off, but the individual's decision to pirate would still have been correct. It reminds me of cartels, voting, and the prisoner's dilemma.
[editline]27th March 2011[/editline]
Thankfully, not everyone will think like this due to the satisfaction people get from buying the game and from not being a criminal.
[QUOTE=RyanDv3;28831606]I may be absolutely wrong on this, but I call bs on "piracy as demo" argument. I know that personally, I would very rarely be able to bring myself to pay for something once I already had it. That's partly why I never pirate games. But I guess everyone's different.[/QUOTE]Pirated copies of games generally lack various things that legitimate copies have, like free updates, DLC, support on forums, and other things. If you bootlegged a game, decided that it was neat and wanted the full features, wouldn't you just buy it?
Just saw this in the LMAO pics thread. I wonder how a solver would work for this.
[img]http://davidbau.com/images/art/mazeshot.png[/img]
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