- Jul 15, 2017
- 283
- 426
That link you're accessing is not the latest build of Ch11, is just a bugged left-over I forgot to delete from the server. And you know that, even if it launch, the game deteriorates over running and occasionally crashes.First of all, sorry if my way of saying that your "DRM" is far from "uncrackable" has offended you, not my intention.
In other hand, you said it like that hole isn't opened anymore, so I take a screenshot right now of how I can still launch the game with the exact same link posted here almost a month ago.
View attachment 152408
About the "pseudo-technical words"...what? You used a custom base64 alphabet to encode some of the files (the scene files). In fact, all you did was change this characters:
'-' to 'W'
'@' to '0'
'_' to '='
'S' to '§'
'I' to 'Í',
'A' to '#',
'C' to 'Ç',
'!' to 'i'
About the source code, you hexadecimal encrypted it and maked it a little more complex so it was unreadable. But your mistake (well, not really, you need to do it for the code to load faster) was minify the JS. That allowed me to revert the encoding in the function array and with a little command line program parse any call to the variable "_0x6e3d" to the real function and make it readable again. By the way, I liked how you added 172 to the index, very clever, it toke me a while to figure it out.
The result was all the files in a readable format and even if you complicated the code a little more, if you compare the functions of Ch.11 with Ch.10 for example, you can pretty much read it and see what is doing what, and pretty sure with a little of studying and time you don't even need any reference.
Now again, even getting this far, can I crack it right now? No, because you are right and I said it myself: I don't have the right knowledge. I don't know more than basic JS, and I never used GameMaker: Studio so I don't even know how the game is executed. It is as uncrackable and protected as you and others are claiming here? I don't think so, less since you say is a "100% client-side" game.
But yet again, I don't even tried to do it for the reasons given, so maybe there is some kind of unbreakable protection hidden far in the code that I don't know about. But seeing that was the "super encrypted source files" what discouraged people that wanted to crack it, I only said that it isn't that protected (again, the source files at least). That's all. If you are so sure that even with it no one can crack it I can share the decoded files so anyone that want to do it can give it a try with a head start if you agree.
So again, I already said that I can't crack it because I don't have the right knowledge among other things, and taking in count that right know I'm learning Vulkan and developing a graphic engine based on it in Kotlin, I prefer to invert my time in my own project that trying to make other game maker lose some patreons for a game that he will release free.
Again, sorry if you think I was "trying to detract your work", but as you can see I wasn't just using some "pseudo-technical...?" word to make me look smart, just talking about what I know.
By the way, I never said the game is uncrackable. Some folks here are saying that. Being a client-side HTML5 game, I know is impossible to protect it 100% (what software is?). And, as you already noticed, it is also impossible to have heavy obfuscation due to performance issues. But at the end of the day it doesn't matter that much really. Our business is still about make free games, and the short-period the content stays "patreon only" is a push to help funding the studio. All our games are out there, for free.
We're don't participate in this forum just to see if you guys are cracking our games or not. We do it because we take advantage of the feedback, and I personally have learned some tricks. Anyway, glad to see you're a smart guy working in nice stuff. Drop us a link when you can to share your work. Cheers.