Blue Shroud MV - A Deployment Protection Tool

tito

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Thank you very much!
 

LVGames

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Wow this is a great idea. I will give it a try!
 

LVGames

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Dose this work on html projects? I cant seem to find my file I need to compile.
 

ScSWinter

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@Ozuma any news on mac os version?
Also, this program respects the plugin reading parameters that uses eval, as that code can not be obfuscate?
 

0zuma

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@ScSWinter I am currently remaking this tool as I've noticed some incompatibilities with newer plugins such as MV3D, and also only .exe deployed games are currently supported.

Once I release the remake version I will export to linux and mac OS aswell.
About the plugin parameters and eval, that's the issue I'm currently trying to solve.
 

ScSWinter

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@ScSWinter I am currently remaking this tool as I've noticed some incompatibilities with newer plugins such as MV3D, and also only .exe deployed games are currently supported.

Once I release the remake version I will export to linux and mac OS aswell.
About the plugin parameters and eval, that's the issue I'm currently trying to solve.
The easy approach is to not minify and only join scripts and strip (comments, whitespaces and line breaks). Maybe also, with the entry result file, it can be cyphered and in runtime deciphered and eval() -uated in order to preserve all classes-name. And all in anonym-function to avoid console-modifications?
 

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@ScSWinter In the meantime I tested NW's functionality to compile Javascript into native code called nwjc, it seems to work really well and better than obfuscation in every single aspect. But then again, it only works with games exported with NW (so no browser or mobile).

I'm thinking on implementing this with obfuscation, allowing the user to choose between both methods depending on the target platform
 
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