Secure .exe for distribution

For questions about using Classic.

Post » Sun Mar 29, 2009 9:06 pm

I don't disagree with what's above, but I can't see much rationale for not taking the most basic measures as opposed to making it completely trivial to just copy a game onto a USB stick and give it to everyone. Putting in a registry key or file is the minimum you can do, it takes all of a minute to add.
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Post » Mon Mar 30, 2009 7:29 am

There is only one solid method that ensures people will buy your game if they like it... look at Galactic Civilizations. When you buy the game, you get a key that you can create an account with - or something like that - which enables you to download patches and other bonus content. You can also play online (well, GC has this Metaverse thingy).

For Construct games, well, you could use unique keys to 'unlock' the content and extra features. When someone buys your game, you send them an unique key! Accounts can only be created with an unique key, so cloned keys can't be used to create a new account, thus one can't just distribute the key to 'friends'. It will work to unlock the game, but account-related features - patches, bonus content etc. - are only available to original accounts.

That is how it works the best in my opinion. Remote computers work as well; you just install the content you downloaded with your account, as long as the used keys match.
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Post » Mon Mar 30, 2009 5:28 pm

I agree, steam is the way to go. antipiracy measures don't work much, but it does allow you to sell a few copies before the pirates kick in
the best thing is to make it easier to buy than to steal. if you can click 2 or 3 times, enter a credit card number, pay 10 bucks or less, and be playing the game in minutes. alot of people will buy,
the main thing though, is to have enough web presence that they hear of your game from your site or someone linking to you before they see it listed on a torrent site
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Post » Mon Mar 30, 2009 7:30 pm

oh yeah. I haven't read all the specifics
but steamworks is free, doesn't require you to distribute through steam, and has antipiracy protection:

http://www.steampowered.com/steamworks/
[quote="valve":2ldnj7j1]Steamworks is entirely free. There are no licensing fees and there's no charge for bandwidth, retail copies, or OEM distribution.[/quote:2ldnj7j1]

[quote="valve":2ldnj7j1]Steam Anti-Piracy

Steamworks' anti-piracy suite combines three approaches to anti-piracy: (1) Custom Executable Generation, (2) Retail Encryption, and (3) Valuable Platform-Dependant Features. These work together to provide a seamless end-user experience, protecting your game and giving real value to customers.
1. Custom Executable Generation

Custom Executable Generation creates a unique build of your game for each user, making it difficult for any one user to share the game with any other user. Each individual copy of a CEG-protected game is only playable by the Steam account authorized to access it. CEG is transparent, and does not impose limits on users. It lets users access their content from any hardware, and allows unlimited hardware configuration changes without the content becoming unplayable. In fact, no changes are made to a user's computer for CEG to work. Instead, CEG works in tandem with Steam authentication, enabling content access based on user accounts, not arbitrary hardware-based "rights-management" restrictions.
2. Retail Encryption

Protect your day-one release by shipping encrypted media to stores world-wide. No need to worry that your game will leak from a replicator or stock room - your game stays encrypted until the moment you decide to release it.

Encryption technology also allows you to preload your game to users on Steam. Download encrypted data weeks in advance so that players have access to your game the moment it's released, increasing player numbers and satisfaction during the critical first days.
3. Valuable Platform-Dependant Features

Customers won't want to pirate a game that's connected to 20 million gamers and a feature-rich platform. Features like Steam Achievements, Anti-Cheat, Auto-Updating, and Steam Cloud simply don?t exist outside of Steam.

Furthermore, constantly updating your game with upgrades and content leaves the pirates in the dust ? they are relegated to a featureless game with no community of players.[/quote:2ldnj7j1]
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Post » Tue Mar 31, 2009 1:18 am

Wow, hadn't seen THAT before.

'Steamworks is entirely free. There are no licensing fees and there's no charge for bandwidth, retail copies, or OEM distribution.'

Oh c'mon, pull the other one. How do they pay for this? And WHY would they do it for free? The catch is somewhere, just can't find it yet. NO service can run like that without someone footing the bill.

Kay. Let me suspend reality a bit here and assume I can sell a game on this service. Has anyone using Construct attempted to integrate this in a Construct game? Anyone found any limitations or disadvantages yet? From appearances, this would seem like the ideal service to distribute with.

-Free distribution
-Free anti-piracy
-Free multiplayer (how do you handle THAT with Construct?)

Man, someone slap me with a 10 foot tuna and wake me up.

[EDIT]
Too late. Just read up on this on CVG. Yes, it is indeed free. You just have to contact Jason Holtman at Steam support:
jasonh@valvesoftware.com

so they can provide you with info on how to integrate it. I always assumed I had to pay big bucks to get onto Steam as a software developer/publisher, so I never bothered to look. Color me impressed.

I assume some of us have looked at this, or are actively trying to use it with Construct.
-Anyone got an opinion on it?
-How about sharing any experiences if you're using it?
-Is the Construct team tempted to think about integrating Steamworks support into Construct?

Hooboy.
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Post » Tue Mar 31, 2009 1:36 am

[quote="planerunner":3o78fo9a]Kay. Let me suspend reality a bit here and assume I can sell a game on this service. [/quote:3o78fo9a]
selling your game on steam isn't free

steamworks is a separate suite of services, separate from steam distribution, one of which is antipiracy
and why not? there are free versions of corporate antivirus software products, I can have a free library of pictures online, multiple gigs of free webspace, free online networking sites, free music distribution, free mmorpgs, there's alot of great stuff for free on the internet. we're all on a free messageboard where we can get free tech support from the developers of a free game creation IDE
besides
steam benefits from having a larger library of games connected to it. if people log in to steam for the first time to play your game, and see other ads, and end up buying other games, and telling their friends about steam, it's all win win. having some server somewhere generate something that gets downloaded alot is quite commonplace on the internets

[quote:3o78fo9a]-Free multiplayer (how do you handle THAT with Construct?)[/quote:3o78fo9a]
it doesn't provide multiplayer, if your game already has multiplayer, it allows other players on steam to be aware you are playing and join you, either by joining the exact server (like valve's own team fortress 2), or simply launching the game, and letting your software do the rest (like valve's own left4dead)
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Post » Tue Mar 31, 2009 1:41 am

'selling your game on steam isn't free'

I knew they had to hit us somewhere. Any idea what the costs are?
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Post » Tue Mar 31, 2009 1:46 am

no, I've contacted valve about it recently (earlier today actually), but haven't gotten a contact back yet
but you can still use all the steamworks services (like antipiracy) for free without selling your game on steam
I'll post back when I get a response
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Post » Tue Mar 31, 2009 2:11 am

Whoa. So you can still use Steamworks, but not use Steam to sell it? That's a nice, nice option. So that gives you 2 main options:

Option 1-Sell on Steam, let them take whatever cut Valve demands, and take advantage of Steam's marketing to potentially sell more copies than you could alone [From what I've looked up, it might be a 50/50 split)
Option 2-Sell on your own website and likely sell far fewer copies, but use Steamworks for anti-piracy/digital distribution/data tracking and take all the money.

Man, I like those options despite the warts. If someone gets Steamworks' API integrated into a Construct game, we ought to make a tutorial or a stickie on how to at least do Option 2. Preferably both.
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Post » Tue Mar 31, 2009 7:36 am

[quote:1ank4xw4]Each individual copy of a CEG-protected game is only playable by the Steam account authorized to access it.[/quote:1ank4xw4]

The catch is right there. You need Steam to play it, I think.
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