- Joined
- Oct 25, 2015
- Messages
- 43
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I'm just about ready to distribute my game, but I just noticed RM doesn't do anything to its js files.
People can literally just modify the game however they want in a "deployed" version of a game by modifying those files..
I've been browsing around the past forum post and have seen lots of things suggested, and "yeah, encrypting it sure sounds neat".
I'm pretty familiar with scripting in RM, since it's all very high-level stuff, but I have no idea how to get started with doing anything beyond that.
1. Like I've seen this post with several encryption options for JS?
2. Also, there seems to be a convenient way for nwjs to use compiled code using its own nwjc.
3. Or I could.. convert it all to hex, then convert it back during runtime?
4. The most accessible solution seems to be a program in a SRD video.
1. There are lots that say they're simple/easy/fast, but I have no clue how to use any of these, because they seem to require... something I don't know what to do with. "nwm install" stuff. It just gets worse when there's some global and path setting stuff.
2. This seems like this would be the most proper solution, and I'd really like to learn how to make use of it! But I was trying to go through the steps, but quickly ran into a roadblock.
I thought all I would've had to do was make a .bat that contained "nwjc fullpathtosource.js fullpathtooutput.bin", then double click it and have .bin files that I'd have to then get nwjs to read from.. but it didn't seem to run nwjc.exe at all?
I can run programs with "start "" whatever.exe", but adding the 'start ""' at the beginning didn't seem to force nwjc to be executed either.
I think I need to do a similar "nwm install" thing, and that just gets into some console/terminal stuff with sudo permission, whatever. Reminds me of compiling stuff with Linux terminals in school that everyone else somehow already knew how to do? Never learned about it, since I always got other people to do that boring stuff for me while I helped with the higher-level concepts.. (looks like it's biting me now)
3. I don't understand how I'd even do the conversion. Like my understanding would be like "Before RM attempts to run anything, decrypt everything using the correct key". Well.. did that really even help, when the user can just see that key being used for the decryption? They'd just use that and decrypt it themselves. I'm not even really sure when this should be taking place. The underlying nwjs, nodejs, (and to an extent) pixijs connections and building blocks up to RM's codebase is just a complete mystery to me.
4. This unfortunately looks like the only option that's actually accessible to me as of now. I'd really hope to not fall to this, though, because I'm already wary of MV's performance on rigs other than my own gaming one. It's already silly enough that regular deployed versions of RMMV are subject to performance issues.
Send help!
People can literally just modify the game however they want in a "deployed" version of a game by modifying those files..
I've been browsing around the past forum post and have seen lots of things suggested, and "yeah, encrypting it sure sounds neat".
I'm pretty familiar with scripting in RM, since it's all very high-level stuff, but I have no idea how to get started with doing anything beyond that.
1. Like I've seen this post with several encryption options for JS?
2. Also, there seems to be a convenient way for nwjs to use compiled code using its own nwjc.
3. Or I could.. convert it all to hex, then convert it back during runtime?
4. The most accessible solution seems to be a program in a SRD video.
1. There are lots that say they're simple/easy/fast, but I have no clue how to use any of these, because they seem to require... something I don't know what to do with. "nwm install" stuff. It just gets worse when there's some global and path setting stuff.
2. This seems like this would be the most proper solution, and I'd really like to learn how to make use of it! But I was trying to go through the steps, but quickly ran into a roadblock.
I thought all I would've had to do was make a .bat that contained "nwjc fullpathtosource.js fullpathtooutput.bin", then double click it and have .bin files that I'd have to then get nwjs to read from.. but it didn't seem to run nwjc.exe at all?
I can run programs with "start "" whatever.exe", but adding the 'start ""' at the beginning didn't seem to force nwjc to be executed either.
I think I need to do a similar "nwm install" thing, and that just gets into some console/terminal stuff with sudo permission, whatever. Reminds me of compiling stuff with Linux terminals in school that everyone else somehow already knew how to do? Never learned about it, since I always got other people to do that boring stuff for me while I helped with the higher-level concepts.. (looks like it's biting me now)
3. I don't understand how I'd even do the conversion. Like my understanding would be like "Before RM attempts to run anything, decrypt everything using the correct key". Well.. did that really even help, when the user can just see that key being used for the decryption? They'd just use that and decrypt it themselves. I'm not even really sure when this should be taking place. The underlying nwjs, nodejs, (and to an extent) pixijs connections and building blocks up to RM's codebase is just a complete mystery to me.
4. This unfortunately looks like the only option that's actually accessible to me as of now. I'd really hope to not fall to this, though, because I'm already wary of MV's performance on rigs other than my own gaming one. It's already silly enough that regular deployed versions of RMMV are subject to performance issues.
Send help!
