How do I put anti-piracy measures in my game?

Get help using Construct 2

Post » Sat Dec 13, 2014 8:07 am

I know Construct 2 already includes anti-piracy, but I'm talking about this kind of stuff: http://www.pcworld.com/article/2602876/ ... rates.html

How do I do it? What does the game need to read (for want of a better word) to know it's been pirated?
B
11
S
4
G
3
Posts: 210
Reputation: 5,318

Post » Sat Dec 13, 2014 8:38 am

That article is an awesome read. But to implement it, it would depend on a few things including
1. What kind of validation you have setup for selling the game.
2. Do you want to make it fun or strict when it is detected?
B
32
S
6
G
2
Posts: 317
Reputation: 2,801

Post » Sat Dec 13, 2014 8:55 am

best anti piracy ever would be to make sure your game is not fun at all to play.

;D
Made Cosmochoria - www.cosmochoria.com
Currently working on Slayaway Camp - www.slayawaycamp.com
B
27
S
8
G
3
Posts: 384
Reputation: 5,020

Post » Sat Dec 13, 2014 3:21 pm

Or go with the fact it may be pirated and there is no way to stop it, then find ways to work with it and make money.
Some games: https://play.google.com/store/search?q= ... s&hl=en_GB Feel free to show the panda some support, he would appreciate it :)
B
19
S
5
G
1
Posts: 155
Reputation: 1,619

Post » Tue Dec 16, 2014 12:27 am

I have also considered using Document.InnerHTML to collect the entire HTML code on the end user side and ship it back to my server to verify if it has been tampered with. Then if the client fails to reply with the end-user HTML code -- or replies with modified code -- it will kick them off.
https://www.ravenheart.ca/home
Company name changed to avoid Facebook-type shenanigans

"Someone once told me I bite off more than I can chew...

I told them I would rather choke on greatness than nibble on mediocrity."
B
22
S
6
G
1
Posts: 1,415
Reputation: 4,824


Return to How do I....?

Who is online

Users browsing this forum: No registered users and 10 guests