Demo: Encrypted or Not?

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
Would it be terribly wrong to upload and share a demo that hasn't been encrypted? I very often locate a bug to patch or update a map and it seems terribly inconvenient to re-upload 300MB (with RTP) demo each time I want to make some minor changes.

I'm aware that there are patch scripts but, I want to avoid them, I if could.
 

♥SOURCE♥

Too sexy for your party.
Veteran
Joined
Mar 14, 2012
Messages
693
Reaction score
411
Primarily Uses
Hello! Why would it be wrong? (As long as you're not distributing store products in the unencrypted project).
 

kerbonklin

Hiatus King
Veteran
Joined
Jan 6, 2013
Messages
1,726
Reaction score
275
First Language
English
Primarily Uses
RMMV
You could always do the method of taking all the RTP material you currently are using and put them as separate Resource files, so you can trim off like 90% of that space.
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,522
Reaction score
14,255
First Language
English
Primarily Uses
RMVXA
I'll second what Source said. If you don't have any of the DLC's that require you to encrypt your project to distribute it, then it can be unencrypted. Your full game can even be unencrypted then, if you wish.
 

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
Hello! Why would it be wrong? (As long as you're not distributing store products in the unencrypted project).
Oh I have tons of store products, unfortunately.

You could always do the method of taking all the RTP material you currently are using and put them as separate Resource files, so you can trim off like 90% of that space.
Yes, but that would still leave me with 170+ MB. :)
 

AceOfAces_Mod

Engineering to infinity!
Veteran
Joined
Sep 7, 2014
Messages
1,721
Reaction score
1,200
First Language
Greek
Primarily Uses
RMVXA
You could rename the resources from their name to the RTP's name (for example, renaming your custom forrest battleback to the RTP's). Doen't cut much space, but it won't include the RTP stuff.
 
Last edited by a moderator:

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
Hi, why would not want to use a dedicated patching system for doing such things?
 

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
Yami wrote one that patches everything except scripts and i wrote one that does scripts. Both work with default ace (mine should not be available anywhere anymore though :p )
 

AceOfAces_Mod

Engineering to infinity!
Veteran
Joined
Sep 7, 2014
Messages
1,721
Reaction score
1,200
First Language
Greek
Primarily Uses
RMVXA
I think he's still moving his scripts. Maybe it's discontinued?
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Have you tried this data patcher?


You just release your original 300 MB encrypted project as usual, and everytime you need to release updates you would just create a Patch folder and put in all your stuff there and send it to your players.
 

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
Have you tried this data patcher?

You just release your original 300 MB encrypted project as usual, and everytime you need to release updates you would just create a Patch folder and put in all your stuff there and send it to your players.
Tsukihime, thank you. I have already seen the script and the issues are three:

  1. It requires the player to download the patch on its own, separately from the project/demo. This wouldn't be such a problem, if the players actually read that they need to download the patch. I can hardly get them to read a very important note given with the demo.
  2. It's only for patching. I often go back to previous maps to apply a layer of polish (which I couldn't provide two years ago). This can mean new events, or a slight change in mechanics (which can be done with the script, of course), but it can also mean new graphics, new sounds, etc. Also, what if a resource is missing? Can I include it in the patch, or does it count as a new resource?
  3. It falls under the category of patchers that don't work with the standard RM encryption.
And of course, since I consider going commercial, I have to take care of the very limited budget.

I actually have to go back to 90% of my maps and remove every trace Celianna's graphics, due to my excessive use of them. But that's a painful story for another day.
EDIT: In retrospect, I CAN encrypt the demo WITHOUT compressing it and enter the new patch directly on the designated folder, without updating the whole demo. Dropbox is convenient like that. But it still leaves me with the second and third issue (and financial worries). Also, possible store products are ripe for the taking, in the patch folder.
 
Last edited by a moderator:

AceOfAces_Mod

Engineering to infinity!
Veteran
Joined
Sep 7, 2014
Messages
1,721
Reaction score
1,200
First Language
Greek
Primarily Uses
RMVXA
I had an idea to write a small program that will receive an encrypted archive, extract it and replace the old files with the new ones. Not the best one, but it's more safe to deliver these. I currently have the UI ready, but with some help it may work.
 
Last edited by a moderator:

Indrah

Megane Berserker
Veteran
Joined
Mar 5, 2012
Messages
2,078
Reaction score
2,063
First Language
Spanish
Primarily Uses
RMMV
I weote a long reply on my phone which was a pain in the ass but it got lost due to misclick, so screw it ,a summary:

Store resources=encryption. dont be an ass to content creators.

Trim down your bloated game. make sure you have no resources u dont use in it.

Fix and test properly each time to reduce times of reuploads.

Just reupload the thing. Players arent in such a hurry they cant wait for you to put the game on a host.

Tl;dr suck it up. Fixes, mistakes and reuploads are just part of the developer process. Get used to it.
 

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
I weote a long reply on my phone which was a pain in the ass but it got lost due to misclick, so screw it ,a summary:

Store resources=encryption. dont be an ass to content creators.

Trim down your bloated game. make sure you have no resources u dont use in it.

Fix and test properly each time to reduce times of reuploads.

Just reupload the thing. Players arent in such a hurry they cant wait for you to put the game on a host.

Tl;dr suck it up. Fixes, mistakes and reuploads are just part of the developer process. Get used to it.
Ouch, aggressive. Overly so, might I add.

I'm asking people who might know more on the subject than me. I state my problems and what I want. If I cannot get it, I improvise and compromise. 

Also, I unfortunately fail to see where I stated that I was going to share the resources, or that the game is bloated.
 

Indrah

Megane Berserker
Veteran
Joined
Mar 5, 2012
Messages
2,078
Reaction score
2,063
First Language
Spanish
Primarily Uses
RMMV
It wasnt meant to be agressive but on a phone i cant be botered to get wordy and explain everything in detail. I already did that and it got lost, no way do i have the patience to rewrite it.

Ultimately it seems to me (and my position may be biased of corse) that youre looking for workarounds that are ultimately way more trouble than necessary over basic stuff. the bloating was an assumption and advice everyone will give devs when file size is mentioned.

I wasnt accusing you witht the resources either, it was a general statement, geez.

or ignore me, its ur dang game. u were asking so i put in my two cents thats all.
 

AceOfAces_Mod

Engineering to infinity!
Veteran
Joined
Sep 7, 2014
Messages
1,721
Reaction score
1,200
First Language
Greek
Primarily Uses
RMVXA
Might as well package the game in a ClickOnce packager (which requires a program) set it so it checks for an update at startup, and download it if there is. You'll need a server for this (I think Bitnami lets you have a free server, as long as you pay Amazon a monthly fee after a free year.)
 

amerk

Veteran
Veteran
Joined
Mar 13, 2012
Messages
1,433
Reaction score
495
First Language
English
Primarily Uses
I'm going to echo Indrah on this one. RM is a great tool in its simplicity, and while it can also do a lot of advanced things, many of those generally do require patience, understanding, and knowledge. As Indrah stated:

Tl;dr suck it up. Fixes, mistakes and reuploads are just part of the developer process. Get used to it.
You're in a situation where you must encrypt the data, and as a result applying patches for updates becomes a bit more complicated, not that patches and updates were ever that simple to begin with; but in addition to making sure your update doesn't corrupt current game save files (forcing players into a restart), you now have to figure a way to handle this through an auto patch of sorts (for lack of a better word). The player won't be able to copy and paste the updated files themselves since it's encrypted.

So you're either going to have to figure a way to get this done automatically, but then that means your game will need to be connected through the server somehow, or requiring the player to download the update themselves and ensuring that clicking this patch will auto update all the necessary files, something non-comp savy fellows may have problems with.

There are times when the work involved is not worth the hassle. Most developers and players expect that the demo isn't the final piece and they'll have to restart from the beginning again, unless the demo is just a teaser of an already finished product. It's probably better for you to ensure you have everything finalized in the finished product so you don't have to worry about patches and updates.
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
Yea, I am still in the process of moving my scripts around / converting code into dlls and ruby extensions and such. ^_^

If you are looking for a patching system where by the patches are automatically downloaded and applied, feel free to pm me - I have written such systems in the past - but I can assure you it would not be a cheap avenue to pursue. :)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,019
Members
137,564
Latest member
McFinnaPants
Top