DLC for RPG maker game?

Millerberto2

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Yep, that Is what I do myself. :)



That only took maybe a day or two to setup :)

Edit:

difference is, I use a private server to hold the files rather than a dropbox account :)
WOW! It is sure beautiful, i must say.

could you tell me which IDE you used?

If not, at least the language :p

Ps: i also use a private server for the optional settings' info sending and feedback, i have been thinking of switching the download to it as well.
 

??????

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Tehe... 'IDE'...

That particular launcher was written in PURE RUBY/RGSS3 WITHIN RM !!!!!!
I then deveoped a custom game exe that applies additional 'hidden' methods onto the engine (which unfortunately is a eula breach).  This isnt realy an issue though, cause as you may have guessed, its only the game launcher that breaches the EULA - not the game it launches. (i would double check that with officials btw...)

The only parts of my launcher that arent ruby/rgss are the web communication dll's. < which are held separately in the hope of a sight security increase. :)

Edit:

The custom exe uses C++ as o the dlls :p

Was surpsingly easy to transform the engine into a game launcher rather than a game itself. :)
#TheWondersOfRMAce ^_^
 
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Millerberto2

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Tehe... 'IDE'...

That particular launcher was written in PURE RUBY/RGSS3 WITHIN RM !!!!!!

I then deveoped a custom game exe that applies additional 'hidden' methods onto the engine (which unfortunately is a eula breach).  This isnt realy an issue though, cause as you may have guessed, its only the game launcher that breaches the EULA - not the game it launches. (i would double check that with officials btw...)

The only parts of my launcher that arent ruby/rgss are the web communication dll's. < which are held separately in the hope of a sight security increase. :)

Edit:

The custom exe uses C++ as o the dlls :p

Was surpsingly easy to transform the engine into a game launcher rather than a game itself. :)
#TheWondersOfRMAce ^_^

This is really impressive.. Did you think about implementing changelog, etc? If your server requests a password, try putting parts of the password in the users' appdata, like file1.text with the first 3 chars, etc etc and then putting them all together, may make stuff slightly harder..
 

??????

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That is something I had not done; however, my http request data is fairly obfuscated atm. My main concern with doing things like that is the time it takes for everything to be processed.

I mean, if the user is entering some password, their password gets sent to the server which runs php code, which checks some sql database for a matching username with legit password and then returns the relevant information if found. - no need to store anything on the clients console for that :p

Also, just casually gonna drop this here: http://forums.rpgmakerweb.com/index.php?/topic/33966-game-script-patching/
 

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