So just a few questions, but what is your guys input on putting a "made with love2d" logo as in intro to my game?
Due to the open source nature of love2d I was a bit relectant to do this, so any feedback or potential warnings you guys have would be nice.
Also, the app will utilize a central server, a client side apk, and ssl encryption. Nothing vitally important will be stored on the client side.
The server is also written in lua using tcp with luasocket.
Any advice on potential security risks involving above would be greatly appreciated. Thanks
Should you ever disclose the fact that a game is made with love2d when releasing a game?
- kicknbritt
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Should you ever disclose the fact that a game is made with love2d when releasing a game?
"I AM THE ARBITER!!!" *Pulls out Energy sword and kills everything*
Re: Should you ever disclose the fact that a game is made with love2d when releasing a game?
You are not forced to add such a display. But honestly. Think about how much you gained from this framework.
If someone wants to reverse engineer your game and find out how it works. It won't take a lot of time until they figured it out. The game files are clearly missing / the .exe too large or the file will be named .love.
Clear pointers and not too long after they'll have your source code.
I would mention the framework in the credits. That's the least one can do.
And not worry too much about it. Add a license to your code and make sure to not blindly trust client data. Then you should be good.
If someone wants to reverse engineer your game and find out how it works. It won't take a lot of time until they figured it out. The game files are clearly missing / the .exe too large or the file will be named .love.
Clear pointers and not too long after they'll have your source code.
I would mention the framework in the credits. That's the least one can do.
And not worry too much about it. Add a license to your code and make sure to not blindly trust client data. Then you should be good.
Re: Should you ever disclose the fact that a game is made with love2d when releasing a game?
Somewhat of a strangely-worded question: nothing prevents you form disclosing this information,
in fact the license probably prohibits claiming that you created Love2D yourself.
In short, as long as the game logic runs on an independent server then you should be fairly safe.
Of course, there are many other challenges related to creating a smooth multiplayer experience.
in fact the license probably prohibits claiming that you created Love2D yourself.
Sure, although none of the "security risks" are specific to love2d.Any advice on potential security risks involving above would be greatly appreciated
In short, as long as the game logic runs on an independent server then you should be fairly safe.
Of course, there are many other challenges related to creating a smooth multiplayer experience.
- kicknbritt
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Re: Should you ever disclose the fact that a game is made with love2d when releasing a game?
Okay thank you two for the replies. I'm probably going to add in some sort of intro to my game, but I just wanted some external feedback about the idea. I am assuming the challenges pertaining to multiplayer are cheating.
"I AM THE ARBITER!!!" *Pulls out Energy sword and kills everything*
Re: Should you ever disclose the fact that a game is made with love2d when releasing a game?
If your game is vulnerable to someone locally editing memory data, then a simple cheat software could do the business, no need to hack anything. If someone hacked the game and distributed hacked version so that multiple people can play hacked version, then it's a mod.
Re: Should you ever disclose the fact that a game is made with love2d when releasing a game?
No, cheating is a problem when your game already has a large player-base.I am assuming the challenges pertaining to multiplayer are cheating
Re: Should you ever disclose the fact that a game is made with love2d when releasing a game?
This thread reminded me of how I found Love2D in the first place: when I wanted to study the source code of Duck Marines.
- kicknbritt
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Re: Should you ever disclose the fact that a game is made with love2d when releasing a game?
Wouldn't storing all the valuable data on the server solve this issue? I mean, all I really give the client is player stats, enemy moves, enemy battle stats etc.. and all that info is stored inside the server.raidho36 wrote: ↑Sun Sep 17, 2017 4:32 am If your game is vulnerable to someone locally editing memory data, then a simple cheat software could do the business, no need to hack anything. If someone hacked the game and distributed hacked version so that multiple people can play hacked version, then it's a mod.
"I AM THE ARBITER!!!" *Pulls out Energy sword and kills everything*
- kicknbritt
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Re: Should you ever disclose the fact that a game is made with love2d when releasing a game?
So then what were the challenges your talking about? Is it just making the UI, stat Balancing, etc. ?
"I AM THE ARBITER!!!" *Pulls out Energy sword and kills everything*
Re: Should you ever disclose the fact that a game is made with love2d when releasing a game?
Depends on the type of game you are trying to make, action games are generally more difficult.kicknbritt wrote: ↑Fri Sep 22, 2017 3:53 amSo then what were the challenges your talking about? Is it just making the UI, stat Balancing, etc. ?
If you've never made a multiplayer game before I suggest starting with local multiplayer.
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