Is good to public a game in github ?

RageOfFire

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After a time I development a game with rpgmaker mv I start using github to backup my game and set in private. But when I advertising my game I start get community about people tell that my game have virus or it not safe (Ye I understand why they worry about it). So I thinking about public my game in github so they will see my game like "open source" but also I need to backup my game too. So what do you think about public a full game file to github include the .rpgproject file ?
 

ShadowDragon

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if you want to include a demo, best way is through dropbox or itch.io.
and deployed can work, but even my virus scanner says its not save
because of the "Game.exe" which I say it's save.

not sure why it does that, but its false positive, so they need to ignore it.
but some people like to include virusses (if stolen and re-distribute) if
not downloaded from the original source you share it with.

I wont include the .rpgproject to it though. if you use any paid dlc, tilesets
or even plugins.
 

eomereolsson

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I fear that this will only marginally improve the trust of potential users in your game. Because that is what it comes down to in the end.
Tech savy people will know that windows (for example) does not know of a small independent game dev and will consequently warn about an executable file by an unknown publisher. They know to ignore the warning if they trust you. Only tech unsavy people will be put off by this alone. And they will not be able to verify that your game is not malicious by looking at the public source code.
But let's assume someone tech savy doesn't trust you. Well you are still not out of the woods, because nothing guarantees that the code you publish actually ends up as the game executable. You could have done any number of undocumented modifycations to that. So the software savy person that doesn't trust you will have to spend considerable time to vet all your published source code and then build the executable themselves from them. And all the payoff they get is playing a small indie game for free. I doubt that a lot of people would be willing to do this.

In addition sharing your project in this way may violate the ToS of a whole number of community resources like plugins or assets. They are often not allowed to be shared but rather ask you to link back to the original. And if you don't share the full sources there is not a whole lot of trust to be gained.

My advise to this pushback is just to ignore it or just quickly acknowledge that there is no practicable way for you to prove your innocence and that a certain amount of trust is just necessary if someone wants to play your game. When I published my first game (different site, different alias) that is the way I handled it and the pushback quickly faded away as people that did grant me that trust played it and provided feedback.

However I also want to mention one more caveat to my advice: Respectfully but your post is not very high level english. If you are marketing your game on such a grammatic level people's bullshit detectors will make them naturally more catious towards you. Maybe get a friend or someone on the forums to proofread your marketing and game before publishing it.
This is of course a non-issue if you develop and market your game in your native language.
 
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Balendra

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After a time I development a game with rpgmaker mv I start using github to backup my game and set in private. But when I advertising my game I start get community about people tell that my game have virus or it not safe (Ye I understand why they worry about it). So I thinking about public my game in github so they will see my game like "open source" but also I need to backup my game too. So what do you think about public a full game file to github include the .rpgproject file ?
i wouldn't say so github isnt really used for finding new games to play its more used for stuff like [hacking/ethical hacking/coding]
 

RageOfFire

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I fear that this will only marginally improve the trust of potential users in your game. Because that is what it comes down to in the end.
Tech savy people will know that windows (for example) does not know of a small independent game dev and will consequently warn about an executable file by an unknown publisher. They know to ignore the warning if they trust you. Obky tech unsavy people will be put off by this alone. And they will not be able to verify that your game is not malicious by looking at the public source code.
But let's assume someone tech savy doesn't trust you. Well you are still not out of the woods, because nothing guarantees that the code you publish actually ends up as the game executable. You could have done any number of undocumented modifycations to that. So the software savy person that doesn't trust you will have to spend considerable time to vet all your published source code and then build the executable themselves from them. And all the payoff they get is playing a small indie game for free. I doubt that a lot of people would be willing to do this.

In addition sharing your project in this way may violate the ToS of a whole number of community resources like plugins or assets. They are often not allowed to be shared but rather ask you to link back to the original. And if you don't share the full sources there is not a whole lot of trust to be gained.

My advise to this pushback is just to ignore it or just quickly acknowledge that there is no practicable way for you to prove your innocence and that a certain amount of trust is just necessary if someone wants to play your game. When I published my first game (different site, different alias) that is the way I handled it and the pushback quickly faded away as people that did grant me that trust played it and provided feedback.

However I also want to mention one more caveat to my advice: Respectfully but your post is not very high level english. If you are marketing your game on such a grammatic level people's bullshit detectors will make them naturally more catious towards you. Maybe get a friend or someone on the forums to proofread your marketing and game before publishing it.
This is of course a non-issue if you develop and market your game in your native language.
Thank for your advice! I planning to complete all game in my native language and not try to use another language.
 

RageOfFire

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i wouldn't say so github isnt really used for finding new games to play its more used for stuff like [hacking/ethical hacking/coding]
nah I just need it to "open source" my game only. I saw lot of people open source thier freeware to improve it safe btw.
 

Balendra

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nah I just need it to "open source" my game only. I saw lot of people open source thier freeware to improve it safe btw.
no on github you have to provide the open source code yourself and this isnt really done with games its done with stuff like applications to help make them better making a game open source doesn't work its already complete
 

RageOfFire

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Finally I found out why user think my game is malware now ! Because I using NSIS as the installer for my game (I think that look more professional for app). After user try to install my game they got the warning familiar like this. Does anyone know what is the best solution for package game and deploy or just simplify .zip it ?
 

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eomereolsson

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Tech savy people will know that windows (for example) does not know of a small independent game dev and will consequently warn about an executable file by an unknown publisher.
So ... it's what I suggested there? I personally would simply zip the deployment folder and be done with it.
I am sure people who have actually published some games will have some more nuanced advice though? And if you really want to go the extra mile I am sure there is some kind of process of becoming a known and trusted publisher. So you could look into that.
 

RageOfFire

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Wait I just realize some thing. If I .zip or create package via NSIS my game have a still have a plugin folder. What happen If a game have paid plugin ? Can they take plugin from that plugin to use ?
 
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eomereolsson

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Yes, someone could do that. They wouldn't have a license to use that plugin, but they could still do it.
That is why some creators of paid plugins choose to obfuscate them and demand in their ToS you remove the documentation in the deployed version.
But it is the same thing as with resources. You can add hurdles to make it harder to effectively steal something. But at the end of the day for your game to work on the end user's PC, the end user's PC must be able to read those resources and execute those scripts. So a determined enough attacker will always be able to fake that legitimate use to extract stuff.
 

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