- Joined
- Nov 8, 2019
- Messages
- 21
- Reaction score
- 12
- First Language
- English
- Primarily Uses
- RMMV
I have two concerns with RPGMV... I'll first mention the least annoying and then move on to my most pressing issue.
1. RPGMV Deployment with 'Exclude Unused Files" ticked will completely ignore Images, Music & Sounds that have been referred to Programmatically (such as a custom plugin) - This is of course only a minor bug-bear because one can spend a bit of time finding the original resources and adding them back in (with the exception of when you decide to Encrypt your files, it wouldn't be good to simply plop unencrypted files amongst the encrypted ones)...
- My cumbersome approach is to deploy it twice: Copy A will be "Encrypted" with "Exclude Unused" and Copy B will be "Encrypted" but not excluding unused files. I then flick between the two, copying over any missing encrypted files from B to A so that then Copy A is fully working and still "minimalistic".
My question to this being: Is there a better way to do this?
2. Deploying my game in MV with the 'Encrypted' feature does nothing to stop the JSON data files from being openly abused via simply editing them in Notepad... I am also helping a friend with his VX game and I notice his deployed Data files are .rvdata2 files; and whilst these are not invincible to abuse via more advanced means, they immediately deter anyone handy with Notepad... Why is this not the case for MV?
I was very happy with MV with the past 10 years of working on my game 'on and off' - I was ready to start giving my game out to people, deployed it for the first time and scooted about the deployed files to see how everything got packed up... This is when I discovered the vulnerable JSON Data files that completely repelled me from the idea of sharing my game publically.
(Because one can freely edit a deployed game's enemies, exp, item costs, discover how maps relate, switches, variables, etc etc and I think this is an overwhelming flaw in data protection)...
And here's the funny thing! - I don't even care if my JS Plugins can be opened & read by a human, because they don't hint at anything 'in the game' - but the Data JSON files I really think should have a method to make them not so blindingly easy for anyone to edit - only the game needs to understand the data, not any person...
I had a quick play with various Obfuscation tools, but of course changing code structure when the engine is expecting it to be a certain way is not working for me...
So my question to this being: Is there any way to stop a human 'easily' reading the JSON files without breaking it for MV's engine?
Because this is my biggest depression with MV and I could never trust a deployment that reveals so much of a game's inner mechanics... It's either I find a fix to this, or my game will forever remain solely between friends & family.
Apologies on the huge post, but these are two things that have bugged me for quite some time and only now have I realised this is probably the best place to ask - any light on these issues will be greatly appreciated!
Kindest Regards:
- Musical Samurai
1. RPGMV Deployment with 'Exclude Unused Files" ticked will completely ignore Images, Music & Sounds that have been referred to Programmatically (such as a custom plugin) - This is of course only a minor bug-bear because one can spend a bit of time finding the original resources and adding them back in (with the exception of when you decide to Encrypt your files, it wouldn't be good to simply plop unencrypted files amongst the encrypted ones)...
- My cumbersome approach is to deploy it twice: Copy A will be "Encrypted" with "Exclude Unused" and Copy B will be "Encrypted" but not excluding unused files. I then flick between the two, copying over any missing encrypted files from B to A so that then Copy A is fully working and still "minimalistic".
My question to this being: Is there a better way to do this?
2. Deploying my game in MV with the 'Encrypted' feature does nothing to stop the JSON data files from being openly abused via simply editing them in Notepad... I am also helping a friend with his VX game and I notice his deployed Data files are .rvdata2 files; and whilst these are not invincible to abuse via more advanced means, they immediately deter anyone handy with Notepad... Why is this not the case for MV?
I was very happy with MV with the past 10 years of working on my game 'on and off' - I was ready to start giving my game out to people, deployed it for the first time and scooted about the deployed files to see how everything got packed up... This is when I discovered the vulnerable JSON Data files that completely repelled me from the idea of sharing my game publically.
(Because one can freely edit a deployed game's enemies, exp, item costs, discover how maps relate, switches, variables, etc etc and I think this is an overwhelming flaw in data protection)...
And here's the funny thing! - I don't even care if my JS Plugins can be opened & read by a human, because they don't hint at anything 'in the game' - but the Data JSON files I really think should have a method to make them not so blindingly easy for anyone to edit - only the game needs to understand the data, not any person...
I had a quick play with various Obfuscation tools, but of course changing code structure when the engine is expecting it to be a certain way is not working for me...
So my question to this being: Is there any way to stop a human 'easily' reading the JSON files without breaking it for MV's engine?
Because this is my biggest depression with MV and I could never trust a deployment that reveals so much of a game's inner mechanics... It's either I find a fix to this, or my game will forever remain solely between friends & family.
Apologies on the huge post, but these are two things that have bugged me for quite some time and only now have I realised this is probably the best place to ask - any light on these issues will be greatly appreciated!
Kindest Regards:
- Musical Samurai


