Protecting Source Code

Discuss any ports of LÖVE to different platforms.
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Re: Protecting Source Code

Post by Pebsie » Tue Nov 21, 2017 1:14 pm

Murii wrote:
Sat Nov 12, 2016 11:13 am
I used to think that it's a good idea to hide your game code/assets but then I thought about other languages too and realized they are also easy to hack into and get the data you want. Just think about Java and C#, you can get whatever you want from them with almost no effort.
So yeah, as Ivan said, you better add a proper license and you're covered.
Fun story: one time I lost my source code to an XNA game and was able to decompile the exe to get my code back. It had some formatting issues but allowed me to continue the project.
Also, I was 12 at the time. If a child can do it, there really isn't any point trying to obfuscate anyway.
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Re: Protecting Source Code

Post by xNick1 » Fri Nov 24, 2017 1:05 pm

What would anyone do with your code?
Even if you are licensing the code under the MIT license, if someone forked your game you could see what he did and take some of his ideas.
One doesn't need your code to make an exact copy of your game o.O
I think devs have their own ideas to work on anyway :D
Currently working on a lucid dreaming adventure called Aarstider:

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