Game Development Community

Simple Asset Protection

by Quentin Headen · in Torque Game Builder · 06/30/2011 (10:02 am) · 5 replies

Hello everyone! I am finally nearing the end of the game I am making with Torque 2D. Most of the 2D art in my game was created by taking top-down print screens of models downloaded from TurboSquid. I created the menu art myself.

Of course, I know you can't make a game crack/hack proof, but I do want some simple asset protection. The main reason for this is because TurboSquid's policy requires such protection of assets. Also, I don't want to give amateur hackers the ability "easily" go into the game's files and modify whatever they find. I want to make them work for it. :P

Another reason I would like protection is because the player's progress save file is saved in plain text, since I don't know how to mod the engine to save encrypted/binary files. I know how save files like this in C++, but I don't feel like trying to figure out where in the engine's code I need to inject this functionality.

So my question is this: what are some good tools out there for asset protection? I plan on releasing this game for free and I have already spent money on the engine and the music for the game. So I would prefer a free protection tool, but I am open to paid options. Please let me know.

Thanks

About the author

Just your average programmer who tries to finish the projects he starts. :) I am currently focused on creating games with Torque engines. My website is http://phaseshiftsoftware.com


#1
06/30/2011 (12:11 pm)
I'm not sure what turbosquid policy is, but I think you are able to store game assets as a password protected .zip file as a built in engine feature (little to no engine source editing required...). This could be good enough to thwart the Sunday wannabe crackers. More advanced asset protection would require some engine mods. I've delved into this a couple years ago, using the cryto resource. My advice is don't get into all that if you don't absolutely need to... No matter what you do, someone will get your files if they try hard enough. You could also look into something like Molebox or Software Passport, not sure if they work with TGB though. Good luck (:
#2
06/30/2011 (1:55 pm)
Thanks a lot for your help. The zip file method seems to be a good one. Molebox and Software Passport are nice, but I really don't feel like spending any more money on a free game.

How exactly would one go about using the zip file encryption with the built-in engine features?

Thanks
#3
06/30/2011 (2:08 pm)
Never mind, I figured out how to do it. For those who want to know, you basically just zip up the contents of the directory containing your sound and image assets. You then rename the zip file to the same name as the directory who's contents you zipped up.

I found out how to do it in this post: www.garagegames.com/community/forums/viewthread/79431/1#comment-557282

Thanks for the idea Joe.
#4
06/30/2011 (2:14 pm)
As a side note, it is also much easier to update your game in the future when all of your art is archived. In this way, you can just change the entire zip folder instead of having to update each asset.
#5
06/30/2011 (2:33 pm)
The downside is that you do have to update the entire zip folder or asset pack, and many of mine are 50+ meg. While there are 'patcher' apps out there some of them take longer to install than it would take to download a multi-gigabyte package these days.

I went with molebox at the time because, i was led to understand that the reason the zip folder code wasn't working was because it badly interfered with some new feature of T3D, i might try again if that is no longer the case as the zip folder thing (when i last toyed with it in TGEA) was quite a bit more flexible than any other 3rd party alternatives.