DRM distribution (yeurgh!).. but how?

General discussion about LÖVE, Lua, game development, puns, and unicorns.
Post Reply
misfisk
Prole
Posts: 2
Joined: Fri Mar 30, 2012 3:17 am

DRM distribution (yeurgh!).. but how?

Post by misfisk » Fri Mar 30, 2012 3:31 am

Hi there,

I am trying to convince my boss that we should port our current game in development to Linux and Windows/Mac using Love2D.
In the process of convincing him of all the loveliness of this open format, we came across an issue like DRM distribution platforms.
Whether I like it or not, Steam is the iTunes of games. If it gets a bit of spotlight there, millions will notice.

So does anyone here have experience with Steam as a distribution platform?
Do they even recognise this hippie format's existence? :P
Last edited by misfisk on Sun Apr 01, 2012 3:17 am, edited 1 time in total.

User avatar
nevon
Commander of the Circuloids
Posts: 938
Joined: Thu Feb 14, 2008 8:25 pm
Location: Stockholm, Sweden
Contact:

Re: DRM distribution (yeurgh!).. but how?

Post by nevon » Fri Mar 30, 2012 4:40 am

I don't know that anyone here has experience with Steamworks, but as LÖVE is released under a permissive, open-source license and is written in C++, you could integrate steamworks directly into LÖVE and distribute your game as a frozen binary.

User avatar
Tesselode
Party member
Posts: 555
Joined: Fri Jul 23, 2010 7:55 pm

Re: DRM distribution (yeurgh!).. but how?

Post by Tesselode » Fri Mar 30, 2012 11:52 am

You can open love exe files with 7-zip to get to the source. But I doubt that anyone will try that.

User avatar
josefnpat
Inner party member
Posts: 955
Joined: Wed Oct 05, 2011 1:36 am
Location: your basement
Contact:

Re: DRM distribution (yeurgh!).. but how?

Post by josefnpat » Fri Mar 30, 2012 3:53 pm

One can compile the Lua code with luac, but then you would have to do this for each operating system you intend to release to (as if you weren't doing this already.

With that you can implement any form of DRM you like.

If you are just talking about stopping people from looking at the source, then you won't need to implement DRM at all, just compile it.
nevon wrote:I don't know that anyone here has experience with Steamworks, but as LÖVE is released under a permissive, open-source license and is written in C++, you could integrate steamworks directly into LÖVE and distribute your game as a frozen binary.
It's just as nevon said, just distribute a frozen binary with the lua luac'd.
Missing Sentinel Software | Twitter

FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push

User avatar
Robin
The Omniscient
Posts: 6506
Joined: Fri Feb 20, 2009 4:29 pm
Location: The Netherlands
Contact:

Re: DRM distribution (yeurgh!).. but how?

Post by Robin » Fri Mar 30, 2012 9:01 pm

Now, I don't know much about DRM distribution platforms, but the OP has said nothing about source hiding. Is that a requirement for Steam or something?
Help us help you: attach a .love.

User avatar
slime
Solid Snayke
Posts: 2904
Joined: Mon Aug 23, 2010 6:45 am
Location: Nova Scotia, Canada
Contact:

Re: DRM distribution (yeurgh!).. but how?

Post by slime » Fri Mar 30, 2012 10:06 pm

No, there are no requirements for the source to be hidden (some high profile games on Steam have large sections of the code which are visible in fact), and as far as I know games on steam are not required to use any DRM either. To use Steamworks you'll have to modify the LÖVE source probably.

User avatar
felix24
Party member
Posts: 163
Joined: Tue Jul 26, 2011 4:51 pm
Contact:

Re: DRM distribution (yeurgh!).. but how?

Post by felix24 » Fri Mar 30, 2012 10:29 pm

i don't think they even require you to integrate steamworks into your code either. as far as i know, there's a fair few games on steam that don't have steamworks.

User avatar
slime
Solid Snayke
Posts: 2904
Joined: Mon Aug 23, 2010 6:45 am
Location: Nova Scotia, Canada
Contact:

Re: DRM distribution (yeurgh!).. but how?

Post by slime » Fri Mar 30, 2012 10:46 pm

Correct.

misfisk
Prole
Posts: 2
Joined: Fri Mar 30, 2012 3:17 am

Re: DRM distribution (yeurgh!).. but how?

Post by misfisk » Sun Apr 01, 2012 3:17 am

This was really helpful! Thanks a lot :) I am going to be here a lot more from now on.
If at all possible, I would distribute it with the source open, but we'll see.

User avatar
Luiji
Party member
Posts: 396
Joined: Mon May 17, 2010 6:59 pm

Re: DRM distribution (yeurgh!).. but how?

Post by Luiji » Sat Apr 14, 2012 11:46 pm

I believe that you only need to use Steamworks if you plan on implementing achievements/multiplayer through Steam. DRM is implemented where each binary is custom-built for each user with code that prevents it from running on the wrong accounts or some such, IIRC, which means you might, like, have to do SteamCheckDRM() or some such. Sadly, they don't tell you any of this until they decide your games worth anything and have you sign their NDA.
Good bye.

Post Reply

Who is online

Users browsing this forum: No registered users and 27 guests