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Closed 11 years ago.
Does anybody know of a free flash obfuscator(protector)? All I can find are commercial ones with free trials. I have done numerous google searches, and have been unable to find what I am looking for.
I know that obfuscators do not make your swf hack proof, but they make things harder.
Things I am looking for in an obfuscator:
Unlimited obfuscations
No time limit
No watermark (or on the left side only! Right side is no good, same with center)
Able to publish work (no special player needed other than standard flashplayer)
I really was surprised to see how hard it was to find a good obfuscator (tried encoder, protection, etc. instead as well) and how easy it is to find a decompiler....
It is imperative that my code be protected, at least partially, to discourage the hacking of my game.
amayeta swfencrypt - http://www.amayeta.com/software/swfencrypt/ <= this one existed for a long time and is up to date
secureSWF http://www.kindisoft.com/secureSWF/download.php <== this one fulfill no time limit, but has watermark
and since actionscript format is very like javascript, you can use online free javascript obfuscator like this one to obfuscate sections of the important code
http://www.javascriptobfuscator.com/Default.aspx
or you can search for more at here http://www.google.com/search?q=obfuscator+javascript
I've found:
http://makc3d.wordpress.com/2010/02/09/open-source-swf-obfuscator/
http://github.com/shapedbyregret/actionscript-3-obfuscator
SOB
All open source, all free. I haven't tried any of them yet.
A coworker did some research on the topic a few months ago, and didn't find any free SWF obfuscators. We ended up picking SWF Encrypt (http://www.amayeta.com/software/swfencrypt/) which seems to do a good job.
OBFU - 1500 euros!
Amayeta SWF Encrypt Pro 5.0 - $125 USD. gets "bypassed" too
SecureSWF - Looks like the most promising right now.
A list of decompilers and obfuscators
Found at http://www.balsamiq.com/blog/2008/10/19/my-views-on-software-piracy/
I found SWFProtect. It looks decent, but You'll have to test it to be sure.
http://www.swfprotect.net/swf2.0/index.php
Update: Amayeta SWF Encrypt Version 4 is now being offered for free.
http://www.amayeta.com/promo/mag/
Related
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Closed 10 years ago.
Im thinking about starting a website project with a framework that will be also a study project for me. To be more exact a biologist kinda site with quite some filters and there is the question also if I should use separate database or flat file for 8 translations for the different species names (the site also has to be international, but just with 3-4 languages). Im thinking hard about which road to take... so I am asking for some constructive inputs please!
Im thinking of yii because of its simplicity, I tried it and it seems to be working smoothly.
Im thinking of symfony2 because it seems to be more advanced and some great websites were built with it, also drupal8 was constructed with it if Im not mistaken... and even if its harder to get going with it if its worth the effort I would do it.
Im thinking of spark, a java mini framework or Eclipse Link as later I plan to make an offline version of this webpage and I hope its not that hard to port it as a standalone java app. But I'm novice in java and hate the java documentations filled with acronyms all the time and supposing that I know those essential steps that are considered to be self evident by experienced java programmers.
I think there is no correct answer to your question. Chosing a framework is a matter of philosophy, and personal preferences. Some people will think that Yii is easier to use and some other will be amazed by symfony capabilities.
If you know a framework, I'll advise you to stick to this one and if you don't check out the basis of each ones and choose the one that seems to fit your need the most.
But at the end if you choose a popular framework (Yii, Symfony, Laravel, ...) you'll be able to achieve your goal.
Personally I like Yii, having never used the others :) For this exact reason I've flagged to close this as not constructive. There is no correct answer to this question.
I would start up a project in each, try and accomplish some common tasks, then decide. Ultimately you'll be able to acheive everything in all those frameworks. The deciding factor will be how fast and how comfortably you can use the frameworks, not how everyone else uses them.
Yii supports multiple databases very easy; Think about this;
All you have to do is create the database and the rest is, easy ...
Just create a simple blog app, and see wich one is the easyest and fastest when developing.
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Closed 10 years ago.
I am into learning some GUI API in C++, so I searched a lot to see which one was best. I ended up with either Qt or WinAPI. I read some people saying that Qt was easier to work with but with WinAPI you could control everything. The argument proceeded and someone said that it was a fair exchange, a small piece of control so it could become easier. Now I want to know, what exactly are you losing when you chose Qt? Is it the interaction with the system? What exactly can you do in WinAPI that you cannot do in Qt?
You are comparing apples and oranges here. Qt is a C++ class library designed to help you implement a GUI and is cross-platform, you can recompile your code to run on different operating systems. The winapi is the low-level C-based api to make operating system calls on Windows. You can create a GUI app using only the winapi, Charles Petzold shows you how, but it is quite a punishing approach to developing such an app. A "Hello world" app using only the winapi is an easy hundred lines of code.
Don't contemplate using only the winapi to implement a GUI, you'll deeply regret it after spending several months learning how to get it right. There are many tools to simplify that job, Qt is just one of them and it isn't limited to just the C++ language. Of course, the fact that Qt is cross-platform does mean that certain Windows' specific features are poorly or not at all directly supported in Qt. You do however have the option to fall back to the winapi if you need it. At the cost of giving up cross-platform support.
The most "heavy weight" things Qt looses are the Shell API, the DWM and the Ribbon UI. There are more, like the compression API.
However, it is fairly easy to write your own Qt style interfaces to those APIs.
Best regards
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Closed 9 years ago.
I am starter game developer. And also i am 2nd year student of software engineering. I have a team, and i am the only 1 who can code something!(And i have a guy from Marvel :))) )
So, we have decided to do a 2D game targeted to PC. I have made research in this side. And found not so many choices, because at the moment 3D games are in fashion. I do not want to use a game maker by the way.
So i decided to ask you this questions:Can you give some advise about using an engine or i have to write my own one? And if i have to write my own engine, which resources must i have?
Appreciate each of your answer !
Thanx !
Since PC games has many awesome titles out there, I think indie developer like you should heading for simple and time-killer games for mobile, a good game engine for mobile (free version available) is Gideros Mobile (http://www.giderosmobile.com). It use Lua language and you can publish for both Android and iOS platform. Gideros also has an active community which are ready to answer all your questions at here: http://www.giderosmobile.com/forum/
Currently I have 6 month experience with it, publish 3 games with about 60.000+ downloads.
I would say you should start by researching what a typical game engine gives you. There's a lot usually, such as physics, wrappers to draw objects, wrappers to load assests (such as sound and models or pictures), possibly even networking.
A game engine is potentially a huge, huge undertaking. If you're looking to make a game, focus on that by utilizing what's available to you.
My suggestion for starting would be XNA. It's a quick learn for the basics and easy to scale for large projects. They provide a lot of what I talked about and allows you to focus on what you started the project for.
Good Luck.
If you want to use a lower-level language like C++, I suggest SFML. It is extremely simple to use and provides both high-level and low-level graphics, audio, and networking functions for different uses.
You can also use it to easily create a context for OpenGL.
http://www.sfml-dev.org/
You will have to build the latest and best version (2.0) yourself, but this tutorial will show you how:
http://sfmlcoder.wordpress.com/2011/06/16/building-sfml-2-0-with-mingw-make/
Have fun!
I'd suggest checking out FlashPunk or Flixel. Both are Flash-based engines, so they use Actionscript 3, and can target the web-browser (Flash), or PC/Mac via the use of Adobe Air. Also, the performance isn't quite there yet from what I have read, but Adobe Air can also deploy to both iOS and Android. This is merely just a suggestion though, and if I were you I'd test out a few engines/technologies until finding the one I am most comfortable with.
Good luck!
Links to both:
http://www.flashpunk.net
http://flixel.org
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Closed 11 years ago.
I've been trying for a couple of days now to learn UDK, but I seem to be stuck at making that leap to understanding how everything works together. I understand the syntax, that's all well and good, and I pretty much get how classes and .ini files interact. As for the API, I have the entire reference as pretty decent Doxygen-style HTML output.
What I'm looking for is a sort of intermediate tutorial on game creation from scratch (as opposed to modding UT3 itself), more advanced than just learning language syntax, but not yet to the level of going through the API step by step. I'm looking for some guide to the structure of the internals - how GameInfo and PlayerController interact, where Pawn comes in, etc. - a way to visualize the big picture.
Does anyone have a particular favorite intermediate-level tutorials (or set of tutorials) that they used when first learning UDK?
Check out these these were (maybe still are?) the best when I first started. I have then since stopped using UDK due to lack of time but these are really good.
http://forecourse.com/unreal-tutorials/
Strangely, I never found tutorials on that topic.
In the way things come together, there is no big difference between modding UT3 and creating a new game -- it's just easier to play around on top of UT3 code because there's content to work with.
Development/Src contains uncompiled source code. Each of the folders in there gets compiled into a .u script package for use by the editor and the game. They end up in UDKGame\Script
UDKGame has all the packages, including assets, maps, and compiled scripts.
GameInfo (or your class derived from it) is used for things central in your game. A standalone game would derive from this. The derived class does not have to be big, it's probably not a good idea to put a lot of logic here. You can and should use this class to store central properties for your game -- like, what HUD class your game uses, what player controller class, etc. For example, a racing game could track the time of the race here, and notify players when race started or ended, and would also have a property like HUDType=class'Racer.RacerHUD'.
Controllers, such as PlayerController and AIController (which UTBot is derived from), are used to send instructions to Pawns. Pawns don't do anything on their own, they're more like empty shells that the controller can manipulate.
Things handled in the controllers are AI and input. Things handled in pawns are all kinds of animations for movement, taking damage, etc, anything visual.
Sorry, I don't have time for a longer answer, but I hope this helps a little bit.
PS -- What helped me A LOT was getting the game Whizzle and reading each class in that code. It does not derive from UT3 code, and it's very very small.
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Closed 10 years ago.
Which Computer-aided Software Engineering tools do you use and why? In what ways do they increase your productivity or help you design your programs? Or, in case you do not use CASE tools, what are your reasons for this?
The best CASE tool I had to work with is the Enterprise Architect from Sparx.
It's lightweight comparing to Rose (easier to buy and cheaper too) but extremely powerful. You could do great UML diagrams or database model or anything else you want but in a nice and organised way.
It greatly helps on the initial stages of the elaboration process as you could create domain model, do some preliminary use cases, map them to the requirements and present all of it in a nice way to the customer. It helps me thinking and I re-factor my design with it until I am satisfied enough to start proper documentation.
It is also very good for database models as it could reverse-engineer most databases very neatly.
The only (but quite serious) drawback it has in my eyes is that its documentation generator is, to put it mildly, crap. Getting a proper document from it is almost impossible unless you invest a significant amount of work in the templates and then it would be only OK.
I have used Rational Rose and a few other similar packages in the past. Mostly I have used them for the UML diagram elements and have not gone into the more detailed functionality such as code generation etc.
I mostly use them for aiding the design process and clarifying my own ideas. Often I find that, in trying to come up with a design for a componant, I end up needing to write down / draw what I want to happen so I can get a clear overview in my mind of what needs to happen and why. I have found that in a lot of cases, what I end up trying to draw is essentially the same as a predefined kind of diagram in UML, such as a Use Case Diagram etc. and by then adopting that style, it becomes easier to get my ideas on paper as I have some framework to work within.
So, I use CASE tools principally for thier UML / designing tools at a highish, semi-abstract level.
Oracle Designer
Not using any. No money for them.