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TIGSource ForumsDeveloperBusinessOur game ripped-off and ported to iPad
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vadersb
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« on: January 26, 2011, 04:46:30 AM »

One of our players notified me that our game - Paradoxion Express was shamelessly ripped-off and ported to iPad - they took all assets - graphics, sounds, levels!  Angry

I've contacted Apple 3 days ago, but the app is still online! Apart from the fact that this port is just a theft, our player said that it's very lame and buggy. So, this a***ole ruins our own efforts to port Paradoxion to Apple devices.

If anybody already dealt with such situation - what else can I do to get that app banned from AppStore?

Thank you!

P.S.

our original version:
http://www.vsbgames.com/games/pxionx/

rip-off port:
http://itunes.apple.com/app/barbillonball/id413627759?mt=8#
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Christian Knudsen
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« Reply #1 on: January 26, 2011, 05:08:27 AM »

Same thing happened here:

http://forums.tigsource.com/index.php?topic=17029.0

They managed to get the game removed. Maybe they can give some advice?
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vadersb
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« Reply #2 on: January 26, 2011, 08:56:12 AM »

Thank you! Will contact them!

I've read that thread - looks like it's not easy to get Apple attention to such things!
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vadersb
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« Reply #3 on: January 29, 2011, 12:46:55 PM »

Ok, we've got response from Apple, and the day after - that app was removed! Hooray!  Smiley
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tametick
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« Reply #4 on: January 31, 2011, 02:12:01 AM »

Ok, we've got response from Apple, and the day after - that app was removed! Hooray!  Smiley

I'm glad to see Apple resolved the issue for you in a timely manner!

Hopefully cracking down on blatant ripoffs will deter people from doing that in the future. 
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Alex May
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« Reply #5 on: January 31, 2011, 03:14:54 AM »

Yeah, this is going to keep happening. Notice who made it? Just as with pretty much all the other clones it is a Chinese developer. Even if they only made a thousand dollars before the app got pulled it was probably more than worth the effort.
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Evan Balster
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« Reply #6 on: January 31, 2011, 05:51:28 AM »

All too common.  This kind of gold-rush mentality makes me not want to touch the iMarket with a ten-foot pole.
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« Reply #7 on: January 31, 2011, 05:33:50 PM »

are there cases out there where a non-flash game has been disassembled and ported to ios?  what can be done to slow down the progress or ability of people trying to do this?
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raleigh
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« Reply #8 on: January 31, 2011, 06:41:35 PM »

Publishing your game for iOS from the start would completely preempt cloning attempts.
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Zaphos
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« Reply #9 on: January 31, 2011, 07:07:48 PM »

Yeah, this is going to keep happening. Notice who made it? Just as with pretty much all the other clones it is a Chinese developer. Even if they only made a thousand dollars before the app got pulled it was probably more than worth the effort.
Does apple pay developers that quickly?  I had it in my head they paid monthly or something, so in cases of fraud the developer wouldn't get paid at all?
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ink.inc
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« Reply #10 on: January 31, 2011, 07:10:50 PM »

Yeah, this is going to keep happening. Notice who made it? Just as with pretty much all the other clones it is a Chinese developer. Even if they only made a thousand dollars before the app got pulled it was probably more than worth the effort.

This leaves a bad taste in my mouth.
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namre
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« Reply #11 on: January 31, 2011, 08:39:36 PM »

Nice to hear this was resolved.
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moi
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« Reply #12 on: February 01, 2011, 11:00:44 AM »

Yeah, this is going to keep happening. Notice who made it? Just as with pretty much all the other clones it is a Chinese developer. Even if they only made a thousand dollars before the app got pulled it was probably more than worth the effort.
Does apple pay developers that quickly?  I had it in my head they paid monthly or something, so in cases of fraud the developer wouldn't get paid at all?
Yeah and did it really make a few thousands? that is the question.
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vadersb
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« Reply #13 on: February 01, 2011, 12:15:25 PM »

are there cases out there where a non-flash game has been disassembled and ported to ios?  what can be done to slow down the progress or ability of people trying to do this?
With non-flash game it is easier to protect the content I believe. "non-flash" is too broad Smiley , but I bet there are ready-to-use solutions for most cases.

As for SWF protection - there are programs that obfuscate and protect the code, but I didn't heard about content protection (And I'm not sure if it's possible as SWF specs are open). You can encrypt content and then decrypt it manually in the code, but, a)thief will be able to use your code to decrypt the content, and b)decryption will take time/annoy players.
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Zaratustra
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« Reply #14 on: February 02, 2011, 10:28:08 AM »

Publishing your game for iOS from the start would completely preempt cloning attempts.

And if you didn't wear such a short skirt around town you wouldn't have been raaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaallied against.
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krasimir
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« Reply #15 on: February 03, 2011, 05:21:07 AM »

At least Apple can police its store effectively. Imagine some of the "free" app sites. Horror.
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