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AppGameKit Classic Chat / protected media

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nz0
AGK Developer
17
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 23rd Jul 2017 01:44
The idea of protecting your game media has been knocking around for a while.
I've made a media protection system which creates a single protected data file for all of your assets and works in T1 and across all platforms.

However, I haven't released it as it needs some polish and I thought TGC may have implemented it one day?
Anyway, to gauge if it's worth me polishing up (and releasing) my system, please indicate your support here.

It's important for any community development to know how much effort you should put into something based on the interest. I've had a number of inquiries about where / when my system may appear, so let me know.
I'd have to keep it updated with the new load methods that are appearing with AppGameKit and while I don't mind keeping it up to date with what I need, once I release it to the wild, I'd want to make it work for everyone's needs.

I originally wrote this in 2014(!) I'm assuming that TGC aren't going to add such a feature, so it's about time it got some use.
It will need a new pass to include the latest media types and load methods, but are you interested?
CJB
Valued Member
20
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Joined: 10th Feb 2004
Location: Essex, UK
Posted: 24th Jul 2017 09:24
JohnnyMeek
11
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Joined: 23rd Apr 2013
Location: Slovenia
Posted: 24th Jul 2017 09:51
Interested.

Thanks.
Ian Rees
AGK Developer
12
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Joined: 3rd May 2012
Location: Wales, UK
Posted: 24th Jul 2017 10:01
I think this would be a useful tool for the community. I'm very interested!

Thanks.
E
smallg
Valued Member
18
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Joined: 8th Dec 2005
Location: steam
Posted: 24th Jul 2017 15:06
indeed, would be very nice to have
life\'s one big game
spec= 2.6ghz, 1gb ram, 512mb gpu, directx 9.0c, dbpro and classic
Alien Menace
AGK Developer
19
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Joined: 11th Jan 2005
Location: Earth (just visiting)
Posted: 24th Jul 2017 16:52
Very Interested!
I love my Altair 8800 Replica.

http://altairclone.com/
GarBenjamin
AGK Developer
7
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Joined: 30th Nov 2016
Location: USA
Posted: 24th Jul 2017 17:09
Sounds great to me.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
Supertino
7
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Location: Behind you!
Sph!nx
15
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 24th Jul 2017 22:20
I'm very interested in this!
Regards Sph!nx
MikeMax
AGK Academic Backer
12
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Joined: 13th Dec 2011
Location: Paris
Posted: 25th Jul 2017 07:29
+1 here too
--------------------------------
Join us on dedicated AppGameKit WeeKChat :
https://week.chat/room/AppGameKit
blink0k
Moderator
11
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 25th Jul 2017 07:34
+1 here
GunnerJnr
AGK Developer
8
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Joined: 30th Nov 2015
Location: Bridgwater, UK
Posted: 25th Jul 2017 14:36
Ditto - +1 here too
nz0
AGK Developer
17
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 25th Jul 2017 23:48
OK, I've dusted off the old code from 2014 and got things working in AGK2, using some of the new features.

I've got the following converted from AGK1 and working so far:

Images (and automatically subimages)
3D files
shaders
wav sound files

There's a working example attached which shows that it's real
Soon enough there will be the first code library release so you can build it and try it on different platforms.

If anyone is good to go with just the above file types, then I'll change my priorities to releasing it and add more file support as we go instead of doing everything in one pass?

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Supertino
7
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Joined: 22nd Jun 2017
Location: Behind you!
Posted: 26th Jul 2017 10:32
@ nz0 great stuff (I wont be able to give it a test until later) can it do text files too? does it matter the ext. e.g .txt .dat .ini etc.
jlahtinen
14
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Joined: 26th Oct 2009
Location: Finland
Posted: 26th Jul 2017 10:47
Yes, very interested!
JohnnyMeek
11
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Joined: 23rd Apr 2013
Location: Slovenia
Posted: 26th Jul 2017 12:09
+1 Text files would be useful as it's good to hide xml's and json's...
nz0
AGK Developer
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Location: Cheshire,UK
Posted: 26th Jul 2017 19:38
Yea, OK I'll add text files (of any type) next..
Supertino
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Posted: 26th Jul 2017 21:23
@nz0 - I downloaded and ran your example and it works great (windows 10)
basicFanatic
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Posted: 26th Jul 2017 21:57
I love that AppGameKit shows the media in raw form! Still, sometimes I do not want the players to look behind the curtain. It sort of spoils the magic. So your work is much appreciated!
nz0
AGK Developer
17
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Location: Cheshire,UK
Posted: 26th Jul 2017 22:18
Yes. Sometimes you may even have paid assets in your product.
I have added support now for any text file type. At the moment, I return the text file in a tokenised string. Would there be any other beneficial way to present it?
nz0
AGK Developer
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 26th Jul 2017 22:31
OK, I think I've got enough methods in there to get on with tidying up the generator tool.
I'll also start on the documentation now.

For the first testing release (unless someone suggests another method) we have:

Images (and subimages) - do we need LoadSprite?
Objects
ObjectsWithChildren
WAV sounds
OGG sounds
Shaders (fullscreen)
Shaders (vertex/pixel pairs)
Text type files
blink0k
Moderator
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Location: the land of oz
Posted: 26th Jul 2017 23:31
Video?
nz0
AGK Developer
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 26th Jul 2017 23:50
The streaming filetypes are going to be a different method.
At the least I will need to extract them fully and you will need to clean them up yourself.

I'll try some experiments to see if there's a better way.
nz0
AGK Developer
17
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 27th Jul 2017 00:23
Video files are going to have to be temporarily instanced to allow streamed play. The precision of video seeking won't allow for sub-streaming from the archive.
This isn't a total loss, as I can have a cleanup() function you can call to remove temporary video files when the app closes or whenever you want to call it.

For audio, it seems theoretically possible to sub-stream OGG audio from the archive using 2 buffers - say 5 seconds worth - and switch between them but this would be quite a bit of work for this.
I haven't played with it yet, but the seek value seems to be a float which should allow sufficient precision to provide a seamless switch and only ever leave 2 buffers worth of OGG audio persisted on the device.

You would need to call a function in the library on the vblank to maintain the buffers and would only be of use on a title screen unless I can get the buffering function really fast.

The basic cleanup() idea for streaming files will still be better than nothing though.

Someone might come up with other ideas for how to handle this?
Sph!nx
15
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Location: The Netherlands
Posted: 27th Jul 2017 19:01
Will have yet to test this but wow, great work so far. Thanks!
Regards Sph!nx
nz0
AGK Developer
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Location: Cheshire,UK
Posted: 28th Jul 2017 00:03
I have released the first beta in Showcase.

Enjoy!
Supertino
7
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Joined: 22nd Jun 2017
Location: Behind you!
Posted: 1st Aug 2017 14:36
Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin
Posted: 8th Aug 2017 07:19
interested
nz0
AGK Developer
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 8th Aug 2017 22:46
@xaby Check the showcase, it's already released

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