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How to build without leaving the scriptfiles open ?

by Delusion · in Torque Game Builder · 02/20/2012 (6:45 am) · 7 replies

Hello,

as the title reads.
How can I build my game, without having the scriptfiles visibly open?
I don't want to have people cheating that ultra easily. I would rather want to have them somewhat encoded, so the users won't have it that easy to cheat or alter parts of the game.

edit: Also I don't want any debugging modes active...

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#1
02/20/2012 (8:29 am)
I would assume that TGB/T2D can compile the .cs script files into byte code (.dso) just like the 3d engines can.
#2
02/20/2012 (8:53 am)
But even those are almost plain text and can be fastly edited via any hexeditor =/
#3
02/20/2012 (9:35 am)
If you search among the resources there should be some suggestions for how you can use password protected zip-files to store your game in.

Although I'm not sure they are for T2D, so you might have to modify them.
#4
02/20/2012 (9:53 am)
@Delusion, I'm 95% sure that Torque does not have what you are looking for built in. The answer I've gotten is that the compiled script file is obfuscated enough. True? Maybe.
#5
02/20/2012 (10:07 am)
You can do this with most game data files. You can look into strong data encryption for your files and integrate it into the engine if you like, but the net gains will most likely be minimal.
#6
02/20/2012 (11:29 am)
And how would I do that ?
I'd already be happy with that password encrypted archives.

p.s. what about, that every game I create has that console in it?
Feels like I only can create debug-activated stuff =/
#7
02/20/2012 (11:51 am)
Here's a link to the encrypted zip resource. It is old, so there may be some changes necessary.