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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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suliman

how to prevent save cheating? (for games where saving is NOT allowed)

55 posts in this topic

There is one way to prevent/make your game unreasonable to hack or mod, code some vital parts in machine code and keep a normal copy in your pc.
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There is one way to prevent/make your game unreasonable to hack or mod, code some vital parts in machine code and keep a normal copy in your pc.

 

A game's .exe file (Windows example) is machine code.  The first thing a hacker or modmaker does is disassemble this into assembly language so that they can see how the program works, and change it.  If the disassembler also comes with a memory debugger its very easy to find the routines that perform checks and rewrite them.

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There is one way to prevent/make your game unreasonable to hack or mod, code some vital parts in machine code and keep a normal copy in your pc.

I am sorry, but this far from true. If you code your program in "machine code" or in C or C++ the exe will be similar and just as accessible.

Actually, programs coded in "machine code" directly tend to be cleaner and easier to understand when using a disassembling tool.
And I have no idea of what you mean by keep a normal copy.

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...code some vital parts in machine code...

I honestly laughed out loud...Bro, do you even compile?
No i don't. I finish writing my code and shout DONE! and i see the output of the program.
So keep laughing :)
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No actually he rolls a bowling ball all over his keyboard with notepad open and hopes that one day, according to the law of infinite probability, his game will actually just work.

 

Hackers work with machine code. Programming vital parts in machine code will do [i]nothing[/i], as mentioned above.

Edited by TheComet
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