License keys system
Posted 01 August 2009 - 01:49 PM
I'm really lost about actually implementing this the right way.
Posted 01 August 2009 - 04:17 PM
Posted 02 August 2009 - 08:06 PM
Posted 02 August 2009 - 09:05 PM
Posted 02 August 2009 - 09:21 PM
I don't even care about piraters, I just want to stop kids from giving free copies to their friends.
I just want an opinion on what would be a good way to do this that's not hard or complicated and doesn't cost anymore than it needs to.
Posted 02 August 2009 - 11:01 PM
I truely believe that if you take away the possibility of downloading a cracked version you'll sell a lot more copies. I've read and heard of numerous cases where sales dropped significantly the day a working crack appeared online.
Also think for example of World of Warcraft. Unless you steal someone's account there's no way to play it online. And while virtually uncracked it's one of the most popular games, with people happily paying to play.
So good crack protection really pays off. You'll just need to do more advertisement to increase popularity. And personally I believe the best way to do that is to have an extensive demo. Nowadays there are a lot of games without a decent demo, often with just a trailer that doesn't even show actual gameplay. That's really sad. Any good product should be able to 'sell itself'. Let the people have a good taste of what the game is like, for free, and let those who really enjoy it pay to play the rest of the game.
Posted 02 August 2009 - 11:33 PM
Posted 03 August 2009 - 12:20 AM
..So does anyone know of a good server to use?
How should I setup the license system?(I'm using python)
Would it be a good idea to have the game check what MAC address or file number the game is?
Posted 03 August 2009 - 02:37 AM
You really have to avoid that your anti-copying measures annoy the paying customers while the pirates have a cracked version free of annoyances. That makes people who at first considered bying the game, look for the pirated version instead.
So, unfortunately, you have to care about pirating too if you care about making a buck and building a good reputation with your customers. The only other option is to just not care about copying at all...
I think a reasonable approach would be to add to your EULA (which nobody reads) that the game can only be installed on three systems, and in reality allow it to be installed with five different MAC addresses (to account for ethernet card replacements and such). This way they can still give it to a limited number of close friends, but it can't be spread on peer-to-peer networks. Show a warning on activation as soon as it's installed on more than one system, to make sure they do understand that the installation count is limited. A de-activation tool is also appreciated, in case they sell their old system, or they exceed the activation count just to see how many times they can install it...
Posted 03 August 2009 - 08:59 PM
Seriously, I would highly recommend you buy a canned solution. (Not sure if there is a free and open version out there. Never looked.)
Software obfuscation, trapping and protection is not for the faint-of-heart (or mind). It is very tricky and involved.
Or else, based on your questions, you will likely re-create a system that can probably be cracked in a few seconds, by some script kiddie's first shot in a disassembler, if and when your game gains any kind of popularity.
You don't get a license system with one Python script, unfortunately.
Posted 04 August 2009 - 09:29 PM
Does anyone know of a good one?
Posted 04 August 2009 - 10:01 PM
Actually, now that I think about it, I've never seen a (F)OSS activation/protection software package. Probably because FOSS and that kind of software is a little like oil and water...
Posted 05 August 2009 - 04:11 AM
Posted 05 August 2009 - 06:20 PM
Posted 05 August 2009 - 11:33 PM
Well, back to searching, then.
I'm still just learning the engine I want to use, this is just something I wanted to have cleared up long before I get to making my game. This is so I'd know beforehand that everything would be in order should I become ready to get my game out there.
Speaking of which, it's Blender, and I was hoping they'd hurry up and finish the next version(which is a vast improvement), before I get started on the game.(I've already finished writing most of how the game works and started writing scripts in free-form for the game).
I heard some people don't use Blender for commercial purposes because they think the license doesn't allow protection of assets, but someone else said this isn't true, and that it's a great license for any commercial purposes.
I read the GPL, and it seems to be the later case as far as I could tell.
Posted 10 August 2009 - 10:11 PM
Does anyone know of any tutorials that could help me do this?
Posted 11 August 2009 - 05:31 AM
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