Speaking staff, all right?
Like this engine but I think the following if I distribute my game just "packaged" with the extension .love the person who catch can see the code if you have a little knowledge. Of course not in all cases I would like to take that chance. Have a way to distribute the game without the code is accessible in an easy way ?
Thanks.
Best way to distribute the game?
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- CanadianGamer
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Re: Best way to distribute the game?
hi there
there is actually a wiki page about that exact thing that you can check out https://love2d.org/wiki/Game_Distribution
there is actually a wiki page about that exact thing that you can check out https://love2d.org/wiki/Game_Distribution
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Re: Best way to distribute the game?
Except the methods described in that page can still allow to see the source.
You can still rename your finished .exe to a .zip to get the source.
I don't think there is any simple method to hide the code source, you would have to obfuscate it.
You can still rename your finished .exe to a .zip to get the source.
I don't think there is any simple method to hide the code source, you would have to obfuscate it.
Re: Best way to distribute the game?
the way of protect your code is not through ofuscation or hidding it, even with c++ the player can make reverse engineering and extract the code.
you have to protect your game with copyright, that's the only secure option
pd: sorry for my english, is not my mother language
good luck!
you have to protect your game with copyright, that's the only secure option
pd: sorry for my english, is not my mother language
good luck!
Re: Best way to distribute the game?
What are you worried will happen if someone can access your game's source?
Possession - Escape from the Nether Regions, my roguelike made in LÖVE for the 2013 7-Day Roguelike Challenge
And its sequel, simply called Possession , which is available on itch.io or Steam, and whose engine I've open-sourced!
And its sequel, simply called Possession , which is available on itch.io or Steam, and whose engine I've open-sourced!
- CanadianGamer
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Re: Best way to distribute the game?
I see your point however if copyright really was secure then non-official mods wouldn't exist and torrent websites wouldn't exist eithersigur wrote:the way of protect your code is not through ofuscation or hidding it, even with c++ the player can make reverse engineering and extract the code.
you have to protect your game with copyright, that's the only secure option
pd: sorry for my english, is not my mother language
good luck!
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- zorg
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Re: Best way to distribute the game?
On the other hand, not denying people to mod a game in a way that won't affect others isn't that big of a deal in my opinion.CanadianGamer wrote:I see your point however if copyright really was secure then non-official mods wouldn't exist and torrent websites wouldn't exist eithersigur wrote:...
Sure, online, no one likes cheaters, but there are other ways to control that issue. (like authoritative servers)
Also, what some fear the most is others "taking" their code and making a similar game with it;
honestly, it's way easier to just take the idea itself, and code it again than to read and understand others' code.
As for torrent websites, i can only say that mature people will buy the games they find enjoyable, and since that should be the goal of a game, i wouldn't worry about others "demo"-ing it before they might or might not even buy it.
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- CanadianGamer
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Re: Best way to distribute the game?
I agree that making mods is not a big deal in fact I personally would rather support it because it helps keep communities alive.zorg wrote:On the other hand, not denying people to mod a game in a way that won't affect others isn't that big of a deal in my opinion.CanadianGamer wrote:I see your point however if copyright really was secure then non-official mods wouldn't exist and torrent websites wouldn't exist eithersigur wrote:...
Sure, online, no one likes cheaters, but there are other ways to control that issue. (like authoritative servers)
Also, what some fear the most is others "taking" their code and making a similar game with it;
honestly, it's way easier to just take the idea itself, and code it again than to read and understand others' code.
As for torrent websites, i can only say that mature people will buy the games they find enjoyable, and since that should be the goal of a game, i wouldn't worry about others "demo"-ing it before they might or might not even buy it.
As for my opinion about people "demo"-ing games or any other digital content for that matter, I personally think it is morally better to pay for content. But I wouldn't really care if someone "stole" a game I made because I don't really lose anything I just don't gain something from that particular person who pirated the game.
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