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877200 Posts in 32849 Topics- by 24291 Members - Latest Member: fgcapo

May 18, 2013, 07:43:08 PM
TIGSource ForumsDeveloperFeedbackThe Katakijin Thread (RELEASE DATE)
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Author Topic: The Katakijin Thread (RELEASE DATE)  (Read 41999 times)
ultim8p00
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« Reply #90 on: April 04, 2008, 09:45:29 PM »

Hai guys. Sorry about no updates. The reason there haven't been updates for such a long time is because I honestly just haven't been able to put in much work into the game. I have made a lot of changes, but I haven't completed a new level or anything like that to be able to give you guys new screenshots. Second semester is just such a bitch and I'm really trying to get straight As and stuff.

Also, there aren't going to be anymore demos until the game is done. The reason for this is because the demo has been hacked and decompiled a bunch of times by the Gamemaker community, and someone out there has the demo source, which really pisses me off.

As soon as I get that new road to Zahjety level done, I will make sure to post some screenshots and keep you guys updated.
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Melly
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« Reply #91 on: April 05, 2008, 12:02:24 AM »

That decompiler is screwing stuff up big time for GM games.

Not really much you can do about something like that. It was only a matter of time. Still, hopefully new versions of the program will be more resistant to decompilation.
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« Reply #92 on: April 05, 2008, 11:33:44 PM »

If there was a way to run a GM.exe with another program (like loading a rom), or encrypt stuff..
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Melly
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« Reply #93 on: April 06, 2008, 09:57:38 AM »

As far as I know the GM decompiler simply turns the GM executable into a source file that can be loaded into GM. In there you can look at every bit of code used within the executable. Even if you encrypt stuff you'd still need a code to make it readable again so the program can run, and people would be able to see it.

I might as well release the source along with any GM games I make. Save the hassle and the tears.
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« Reply #94 on: April 08, 2008, 08:28:10 PM »

Er, that sucks.
Hard-coding FTW!  Cool
Maybe Ultim8Poo can hire real ninjas to go out and ninja (assassinate) people who decompile his game..
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« Reply #95 on: April 08, 2008, 10:18:52 PM »

I don't think I'd care, myself. My GML code is usually such a huge undocumented mess they'll probably come out of it with a mental illness.
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Chris Whitman
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« Reply #96 on: April 09, 2008, 09:36:40 AM »

I like the idea that you write your code full of pitfalls and traps to deter the unwary.

"Three men were swept up by a nested loop before anybody turned. God rest them, if there be any rest in the universe. They were Donovan, Guerrera, and Angstrom. Parker slipped as the other three were plunging frenziedly over endless vistas of tangled code to the escape key, and Johansen swears he was swallowed up by an errant variable which shouldn't have been there; a variable which was local, but behaved as if it were global. So only Briden and Johansen reached the exit, and pulled desperately for the Alt-F4 as the mountainous monstrosity heaved its seething mass of virtual functions upon the stack and hesitated, floundering at the edge of the desktop."
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Melly
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« Reply #97 on: April 09, 2008, 12:24:24 PM »

I like the idea that you write your code full of pitfalls and traps to deter the unwary.

"Three men were swept up by a nested loop before anybody turned. God rest them, if there be any rest in the universe. They were Donovan, Guerrera, and Angstrom. Parker slipped as the other three were plunging frenziedly over endless vistas of tangled code to the escape key, and Johansen swears he was swallowed up by an errant variable which shouldn't have been there; a variable which was local, but behaved as if it were global. So only Briden and Johansen reached the exit, and pulled desperately for the Alt-F4 as the mountainous monstrosity heaved its seething mass of virtual functions upon the stack and hesitated, floundering at the edge of the desktop."

My good sir, I declare you "awesome".
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moi
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« Reply #98 on: April 09, 2008, 03:28:57 PM »

codethlu ?
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lelebęcülo
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« Reply #99 on: April 10, 2008, 09:29:05 AM »

Well if he did that that would mean his own code was broken.
Unless he puts in a bunch of subroutines that are filled with infinite loops with deceiving names like "ActivateSuperMode".. and they run it..
..could code in some malicious code to erase C:\ too..
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« Reply #100 on: April 10, 2008, 11:23:35 AM »

Well if he did that that would mean his own code was broken.
Unless he puts in a bunch of subroutines that are filled with infinite loops with deceiving names like "ActivateSuperMode".. and they run it..
..could code in some malicious code to erase C:\ too..

this
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Melly
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« Reply #101 on: April 10, 2008, 12:28:10 PM »

Just make sure the normal game doesn't fuck up my computer, and has no chance of doing so.
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« Reply #102 on: April 10, 2008, 01:54:35 PM »

I like the idea that you write your code full of pitfalls and traps to deter the unwary.

...

That's common in interpreted and byte-code languages:
http://en.wikipedia.org/wiki/Obfuscator

Just write one for Game Maker if you need one :D
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Melly
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« Reply #103 on: April 10, 2008, 03:26:03 PM »

Though obviously obfuscating code isn't fool-proof (there's no such thing as far as I know) and depends heavily on the coder's ability, I think it would be a good layer of protection against most John Does that look at the source code of games in order to steal some code for their own crappy stuff.

The large majority of GM users aren't very well versed programmers, and those that are really good with GML probably don't need to resort to code-stealing anyway, so I see obfuscation in GM games as pretty effective given the circunstances.

Same doesn't go for graphic and sound resources, obviously.
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« Reply #104 on: April 22, 2008, 01:06:26 AM »

this was featured in this months PC Zone (biggest PC gaming magazine in england), and included the game on their DVD! well done dude!
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