It’s fairly easy to convert to CS - one you get the texturing quirks worked out. Doesn’t look like his textures use bump maps or anything so it shouldn’t be too hard. I think it would take you 2 days to first learn enough about CS and then to basically convert it to make it compatible maybe
I guess I could use another game engine but I would like to try a few things first. Also, I currently use no python in the game. Python that will be in the game later I will let it be open source.
I found this on another website. Could the same concept be used in python?
f = createFile “lock.tmp”
format “%” hardwareLockID to:f
close f
encryptFile “lock.tmp” “lock.dat” 5476557
deleteFile “lock.tmp”
f = openEncryptedFile “lock.dat” 5476557
id = readValue f
close f
if id != hardwareLockID then
(
format "Lock ID’s don’t match
"
–return 0
)
else ( format "fine…
")
Well actually that works, but you can actually find a work around on that script.
First of, there is a function in blender, that when blender starts, it runs a python script which could be something like a simple raw_input("type password here: ") and when the if statement becomes true, you get acces to it, else it just quits blender. But this function can be turned off with command line arguments when you startup blender, which just disables all python scripts on startup.
Further there is 1 real way to avoid people opening your .blend files, but well since loads of people learn from another people there sources, I think it would be better to put that save away.
Further, there is no real official way of encrypting your .blend, but why you want that? Althought there is a official way to encrypt your python scripts to avoid people hacking on it by turning them into binary files, that’s quite usefull when you deal with scripts for example that do something with networking and send over information which could contain game scores.
Anyways, when you just want to keep your artworks save, just turn them into runtimes, since 2.25 can’t open runtimes made with blender 2.35 or higher.
“Further there is 1 real way to avoid people opening your .blend files, but well since loads of people learn from another people there sources, I think it would be better to put that save away.”
Sure, it is alright to view some small .blend files and learn from them. But if people put alot of work in them they should have the right to say if it is open source or not.
Wait a moment… I was reading other forums that say you can’t hack .blend files made in 2.42a(verson I am using). Is this true?
It would be cool if you did the complete opposite with your game and opened it up to everyone. This way, Sonic fanatics (like me) in the blender community can contribute to your game. If this project really gains momentum, I’m sure everyone will know that you created the model. I see a lot of potential in your project, and I would love to see it become very strong competition for Sonic GL. If you won the competition it could give Blender exposure to a lot of very loyal Sonic fans = )
hmm… I’d suggest opening it to the community as has been said.
But, if you are determined to keep it safe just export a runtime.
Runtimes CANNOT be hacked (without considerable effort probably lasting years) to steal content or code. Just don’t send the .blend and you’ll be fine.
I think runtimes can be hacked.
That’s simply not true. I can extract most .blend files from runtimes in under ten seconds, and all post 2.25 blends can be extracted in under 5 minutes. There has only been one post 2.25 .blend that I was unable to extract in a usable form (probably due to its massive size, over 80MB).
I hate to burst your bubble, but that isn’t true either. Sonic Robo Blast 2 might have 2D game sprites, but I’m pretty sure it’s still a 3D game (in the same category with Wolfenstein 3D, Blake Stone, and the original Doom). Beyond that, at least one Sonic game has been made with Blender already (made by Enriqolonius, available here: http://blenderartists.org/forum/showthread.php?t=77502).
However, judging from the screenshots you posted, your game could potentially be the best looking (graphics-wise) Sonic fan game I’ve ever seen. That’s saying a lot, considering the fact that I have at least seventy of them on my HD (I’m not exaggerating). Your Sonic model, rings, and badniks look great, but I hope you are planning to do more work on that environment.
for sure standalone could be hacked. that why they need to be crypted.
I’ve got the same problem, i work for a company which is using blender for real time simulation (Filming for Cinema, publicity, and advertisment,…)
I need to protect some confidential information about the models and environment that i’m using into the standalone.
With a simple Hexadecimal editor program you can rebuild easyly your .blend file, with all texture, script (exepts .pyd file - externs) of your project.
The GameEngine allow people to make some standalone file, but not obligatorily open source one !
I mean they could be free and not open source. Just like when you make an image or movie, you don’t give .blend file with it !
So, i hope there’s a way to crypt exe files. It will not prevent other people to lean gameEngine i think