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Here is a simple way to make your game shareware, but also not have to go through the complicated process of changing code, using other applications, res-edit, whatever: (list=1) ()Decide where you want to stop your game preventing the user from finishing the story. ()Lets say the point was on a map, in a small passage of trees in a forest. ()When the character steps into that passage, a map event is executed, acting something like this: Condition IF gb_registered = 1 then end event. Ask Entry "Enter Game code"(the game code is a unique number supplied with each copy of your game. No 2 games are alike. Change Globals gb_gamecode=GlobalEntry Change Globals gb_gamecode100 Change Globals gb_gamecode+50 Continue like this with operators using add, subtract, multiply, but not divide, random, or set for as long as you like. Change globals gb_checkcode set gb_gamecode Ask Entry "Enter Name"(this has nothing to do with it, just a bell or whistle) Ask Entry "Enter Code given to you when you purchased this game" Condition IF GlobalEntry=gb_checkcode then Change Globals gb_registered=1 Condition IF gb_registered=1 then dialog "Thank you for Registering this game. You may want to save your progress. This will not be reflected in future games. Keep the Registration Code for Future Reference"; Condition IF gb_registered=1 then End Event; else do run event: dialog "Incorrect Registration code", Map Position x=a square of your choice Y=a square of your choice (/list=a)
There is one minor problem with this. If you do this, this method can be easily overridden by a pluging built by anybody tampering with your program. Only way to protect it is to build your game with the "Allow Plugin Development for your Game" checkbox turned off.
Hope this can help! BlackLite
------------------ Whose cruel idea was it to put an 'S' in lisp?
Suppose you wanted to distribute this, then you would need to compile a new game for each code, right? This would also make it a pain for people, since, if I understand correctly, this would require the player to make 2 seperate downloads, if each code were to be different. Another problem is that if the player never actually steps on that portion of the map, and is able to get around that, by taking a long way, around, if possible. The player could also simply restart the game after he hits that square, and have a fresh chance to try to circumvent the problem. Yeah, it all sucks. I have seen a few applications on versiontracker that will add a registration code to a game, even a realbasic compiled game. I've not actually tried this, it comes with a $179 price tag, but it seems to be a better option. Sadly, the truth remains that someone, somewhere, will hack even that, but these are also the same people that wouldn't pay anyway. :frown:
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Humm, this is a good idea. But maybe you could have three entries of three codes or code parts. Then add, subtract, or multiply each part of your code. In each of your three conditionals, you could have something like "equal or greater than" 200 and "smaller than" 350. That way, you could give people different codes, but it would work on one game.
One way to place it is right at the beginning of your game. Then in the maps you want to make as boundaries, you'd place access/no access according to your registration global.
------------------ -- Debra Danillitphil Productions
Or the user could after downloading it would e-mail the creator, saying "I want to register this application!" or there could be a link in a credit location saying "Click Here to Register!" linking to a page running an html file coded like: mailto:myaccount@nowhere.com?subject=Registration this would run a deafault mail app, and the person would be able to request a code, and a registration number that you would calculate.
That is an alternative to downloading a seperate file, and it would work just as well.
Also, you would not need to compile a seperate game per request/download/whatever. The game would be configured to take x as the user game number and that number would be multiplied, divided, and subtracted to change the value. Then x would be assigned to y using a change globals event. When prompted to enter a registration code, the user would refer to a number given when they paid. That number when entered would be matched up to value y. If equal, it marks a gb_registered value as 1 and then allows free access in the game to previously restricted areas. ------------------ Whose cruel idea was it to put an 'S' in lisp?
(This message has been edited by BlackLite (edited 04-19-2003).)
If you were to use this method, wouldn't it mean that every time the user creates a new game, he will have to enter the registration code again? I'm not aware of any way to save global variables from one game to another.
------------------ I don't know what I'm talking about. Oh no, here comes another learning experience. Oderint dum metuant?
Yeah, That is the problem, but it is an alternative to using a 100+$ Program. Hopefully if they come out with a CGE 1.2 (hopefully!!) it will have a permanent variable option with it, that is stored in a pref file or in the app itself.
I'm going to bypass the shareware thing and build a demo which is a self contained program. The end of the demo will show a movie displaying more of the game and will hopefully convince the person to buy my game. I have a few ideas regarding copyright protection, but those will have to wait untill the game is done.
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Does anyone know where to find the program that costs money?
(url="http://"http://www.asp-shareware.org/")http://www.asp-shareware.org/(/url) may be useful...
This is something I'm really interested at the moment. What are other people here doing to establish a registration code with their game? BlackLite: how did your registration code work out for you?
me and my friend who is doing the coldstone work talked about what were some good countermeasures for people who downloaded games. as for a game going through ambrosia, i just thought ambrosia wouldd take care of it simce it was going through thier system and they had a process. if not then doom on me, yet another thing to worry about as i cram..... crap. on top of, how much does ambrosia take so what will i charge, what are thier lump sum fees? (they replied depends on the game, sigh...) answers, questions, answers may not. push it all away and make a game......
------------------ (url="http://"http://www.redknightentertainment.com/rkewerks/htmldavesworld/coldstonelinkspage.html")Coldstone Links For - Art, 3D, Animation, Problem Solving, Tips and tricks.(/url) Morvera ner Morden
I have not tested this idea yet sgecko, but I can see no flaws in it. The plus is that this takes you around legal fees for Ambrosia Software. The downside, like I said, is that plugin development is dangerous to keeping your game safe. But, if you wanted to, you could keep up with codes that people would share and then restrict them in other versions of your game.
What legal fee to Ambrosia Software are you refering to?
any one of three, possibly being charged for inclusion of anti piracy software in your app if ambrosia has to put it in. two, charged for using coldstone to make a game for sale. three standard fees for publishing a game with the ambrosia name and housing it on thier servers etc, doing the billing and what not. any and all of those fees could apply in making a game using coldstone.
I was under the impression that the purchase of Coldstone covered any licensing fees if the games you produce are considered Shareware. In other words, Ambrosia doesn't charge licensing fees if you allow people to play the full game for a limited time, or a limited version for a long time before they pay money. This is different than demo versions or pay-before-use. I figure that if the software we do follows the shareware model of Ambrosia, then we should be clear of license fees, yes?
no, the game you make with Coldstone is yours to do as you wish, provided it's SHAREWARE, which means you would provide a copy of the game on your own server for download, you would handle your own payment fee, you would handle your own copy protection scheme, etc, etc. from the Coldstone FAQ: "Games and plugins created by Coldstone may be distributed non-commercially at no cost; shareware distribution of games and plugins created by Coldstone are likewise free of charge."
A commercial distro, defined as forcing the customer to pay before getting your game, requires a fee to be paid to Ambrosia, from the FAQ: "Commercial distribution, (defined as requiring the customer to pay before they can obtain your game/plugin), whether online or retail, requires obtaining a license from Ambrosia Software, Inc. Commercial distribution licenses are available at reasonable rates, either flat-fee or royalty-based. Special rates are also available for educational institutions. Please contact help@AmbrosiaSW.com for details."
Ambrosia publishing your game, they take on everything, everything. All you do is make an excellent game. Obviously this hasn't been done yet (other than PoG), so there are no details to read up on this. I do know one thing, the game would need to excel at everything to be considered. Read up on the techworks page for more info on this.
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""" I figure that if the software we do follows the shareware model of Ambrosia, then we should be clear of license fees, yes?"""
sort of. basically you can make the game, you can distribute it, you can sell it as shareware. thats fine. but when someone wants to buy the full version of your shareware game either you will have to pay ambrosia a lump sum fee which is basically a coldstone engine liscensing fee or you can agree upon royalties aka a percentage of each game foes to amrbosia. now if you make the game, then give it to ambrosia, they will serve it, bill it, then pay you so often on the profits of your game. the 50$ for the coldstone engine is simply a development liscense to legally use the engine? well now imconfused. this is all i know. i emailed:
1. how much would it cost for ambrosia per copy of game to distibute and sell it for me? 2. how much would it cost to get a liscense or something from you guys so i can sell it by my own means? i read something i think about you having a flat fee and royalty based. could i get a price for both?
response: Licensing fees for commercial distribution are reasonable, and can be either a flat up front fee, or a royalty, whichever works best for you. We do not quote standard rates, because we don't believe one size fits all for this kind of licensing (which is the reason for it in the first place).
so basically, if you go it your own, ambrosia still gets a cut. i believe the 50$ coldstone cd is to pay for the work that went into it maybe? if im wrong or i read my email wrong then who knows. sorry dampeoples this **** confuses me, did i get it right?
either way i look at it, ambrosias fair, theyve earned quite a name for making great little games, i havnt heard horror stories about them so im not going to get jewed, im sure whatever they settle on for the game will be decent and allow me to pursue games much further.
(This message has been edited by DJ (edited 05-14-2003).)
Quote
Originally posted by DJ: so basically, if you go it your own, ambrosia still gets a cut. i believe the 50$ coldstone cd is to pay for the work that went into it maybe? if im wrong or i read my email wrong then who knows. sorry dampeoples this **** confuses me, did i get it right?
Almost. If you go it on your own, you pay the licensing fee up front. Ambrosia does not wait to get a cut from you. If they handle your game for you, they send a periodic royalty check to you as your games get sold.
All of this has nothing to do with the $50 you spent to obtain the right to use Coldstone software. Consider that as buying the tool to do the work. What you produce with that tool is only subject to their fee if you profit from its sale. Does that clear it up?
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see i was right.
(DJ) """but when someone wants to buy the full version of your shareware game either you will have to pay ambrosia a lump sum fee which is basically a coldstone engine liscensing fee or you can agree upon royalties aka a percentage of each game foes to amrbosia."""
im gonna have ambrosia do it. ive not a clue on setting up a systems and server to give people the game on the base they would need it not to mention processing orders not to mention i probably couldnt afford a lump sum to do it myself. then again it would be interesting to find out all of this info unless your subject to the nasty "non disclosure agreement". hey 1st one who makes one let us know.
Originally posted by DJ: sort of. basically you can make the game, you can distribute it, you can sell it as shareware. thats fine. but when someone wants to buy the full version of your shareware game either you will have to pay ambrosia a lump sum fee which is basically a coldstone engine liscensing fee or you can agree upon royalties aka a percentage of each game foes to amrbosia.
Ambrosia has muddled the waters somewhat by using "shareware" with its own products to refer to what is in fact crippleware, in my opinion. Here's my take on the license.
1. You buy Coldstone, make a game, and give it out for free. This is freeware; Ambrosia will not ask for any more of your money.
2. You buy Coldstone, make a game, and distribute it freely. You include a note (either as a Readme file or in-game somewhere) saying "If you like this game, please give me money!" This is shareware; Ambrosia will not ask for any more of your money.
3. You buy Coldstone, make a game, and distribute a demo version. In order to obtain the full version of your game, people must pay. This is commercial distribution; better talk to Ambrosia about commercial licensing fees.
4. You buy Coldstone, make a game, and distribute it with some sort of crippling mechanism like those discussed in this thread, or used in PoG, EVN, and so forth. This is not shareware; you should talk to Ambrosia about licensing fees.
Does that make sense to anyone?
------------------ 'You can either be on the stage, just a performer, just going through the lines...or you can be outside it, and know how the script works, where the scenery hangs, and where the trapdoors are. Isn't that better?' -- T. Pratchett