Re: Our official stance on Copyright as it Pertains to game assets

2019-08-02 Thread AudioGames . net Forum — Site and forum feedback : UltraLeetJ via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

very nicely done. This compromises some things, but its probably the best for the community, and its just admirable. Not an easy decision to reach!as I understand it, and to put it simply:older games like crazy party and others will not be touched or removed, even though its worrying that they do have these copyrighted sounds. What has been done is just that, done, and its not worth removing them and so on because it would silence or just stir up lots of anger and that is never good for a community. Despite this, the site still will have them there. Despite this bringing problems for the site in the future, for example, a legal action against it, they will still be there.the takeaway from this? there are many resources and people who really have put an amazing amount of energy and time (look at the credits), compiling the resources list because we ALL want something that sounds and or feels different, even if a game concept might be just the everlasting shooting side scroller. Use that to your advantage now that it is out there, and there are tons of sounds you can download for free.There is also a handful of people willing to help out. Game mods are also popular for a reason, just changing the sound can convey something very different, if done right.Sadly, saying this again and again, including here... makes me feel like a broken record at this point. I have also asked numerous times what is it with hastily releasing games that pleases you as a person, whether its fame, or the social aspect, or just wanting to get attention, and so on, to see if at least some introspection will strike, to absolutely no avail. Until that changes I fear it will be difficult for this very same thing to change as well. Hopefully this topic will get it going, if nothing else will.

URL: https://forum.audiogames.net/post/452819/#p452819




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Re: Our official stance on Copyright as it Pertains to game assets

2019-08-02 Thread AudioGames . net Forum — Site and forum feedback : UltraLeetJ via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

very nicely done. This compromises some things, but its probably the best for the community, and its just admirable. Not an easy decision to reach!as I understand it, and to put it simply:older games like crazy party and others will not be touched or removed, even though its worrying that they do have these copyrighted sounds. What has been done is just that, done, and its not worth removing them and so on because it would silence or just stir up lots of anger and that is never good for a community. Despite this, the site still will have them there. Despite this bringing problems for the site in the future, for example, a legal action against it, they will still be there.the takeaway from this? there are many resources and people who really have put an amazing amount of energy and time, compiling the resources list because we ALL want something that sounds and or feels different, even if a game concept might be just the everlasting shooting side scroller. Use that to your advantage now that it is out there, and there are tons of sounds you can download for free.There is also a handful of people willing to help out. Game mods are also popular for a reason, just changing the sound can convey something very different, if done right.Sadly, saying this again and again, including here... makes me feel like a broken record at this point. I have also asked numerous times what is it with hastily releasing games that pleases you as a person, whether its fame, or the social aspect, or just wanting to get attention, and so on, to see if at least some introspection will strike, to absolutely no avail. Until that changes I fear it will be difficult for this very same thing to change as well. Hopefully this topic will get it going, if nothing else will.

URL: https://forum.audiogames.net/post/452819/#p452819




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Re: Our official stance on Copyright as it Pertains to game assets

2019-08-02 Thread AudioGames . net Forum — Site and forum feedback : UltraLeetJ via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

very nicely done. This compromises some things, but its probably the best for the community, and its just admirable. Not an easy decision to reach!as I understand it, and to put it simply:older games like crazy party and others will not be touched or removed, even though its worrying that they do have these copyrighted sounds. What has been done is just that, done, and its not worth removing them and so on because it would silence or just stir up lots of anger and that is never good for a community. Despite this, the site still will have them there. Despite this bringing problems for the site in the future, for example, a legal action against it, they will still be there.the takeaway from this? there are many resources and people who really have put an amazing amount of energy and time, compiling the resources list because we ALL want something that sounds and or feels different, even if a game concept might be just the everlasting shooting side scroller. Use that to your advantage now that it is out there, and there are tons of sounds you can download for free.There is also a handful of people willing to help out. Game mods are also popular for a reason, just changing the sound can convey something very different, if done right.

URL: https://forum.audiogames.net/post/452819/#p452819




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-31 Thread AudioGames . net Forum — Site and forum feedback : Ty via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I agree with both 26 and 27.

URL: https://forum.audiogames.net/post/452312/#p452312




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-30 Thread AudioGames . net Forum — Site and forum feedback : Jayde via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I need to be clear on something.We're not going to turn a blind eye to absolutely everything (pun intended). We're not just going to soft-pedal absolutely everything. We're simply not going to go chasing people without really good cause.Speaking personally, I would still like to see some games with pirated assets clean themselves up, and if I had the means, I would help in this endeavour. I don't, though. As an artist (a writer more than anything), I understand the value of controlling who accesses the stuff I write, and it would probably upset me to find out that someone was using my creations without any credit of any kind. This would be true whether I was indy or not. So all the borrowed sounds and music still leave me with a bad taste; they always have, and they always will. When I hear it elsewhere, the same is true. It's not just CP and it's not just the audiogame community. In any case...no, we can't really justify terrorizing folks over borrowed assets, but we really do want you guys to try and scale that back as much as you can.

URL: https://forum.audiogames.net/post/452219/#p452219




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-30 Thread AudioGames . net Forum — Site and forum feedback : turtlepower17 via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I don't understand the issue. The first post clearly states that the staff are doing the exact opposite of what you're thinking they are. Believe me, had they gone through with it, I would have been first to get the hell away from this place as fast as possible, but luckily, they saw reason and didn't.

URL: https://forum.audiogames.net/post/452165/#p452165




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-30 Thread AudioGames . net Forum — Site and forum feedback : nuno69 via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I don't know. The installers are named like that lol

URL: https://forum.audiogames.net/post/452104/#p452104




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-30 Thread AudioGames . net Forum — Site and forum feedback : Ty via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I have one question. how is nn, Bokurano Daiboukenn? Just wondering.

URL: https://forum.audiogames.net/post/452091/#p452091




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-30 Thread AudioGames . net Forum — Site and forum feedback : Ty via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I have one question. how is nn, bk? Just wondering.

URL: https://forum.audiogames.net/post/452091/#p452091




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-30 Thread AudioGames . net Forum — Site and forum feedback : nuno69 via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

Bokurano Daiboukenn

URL: https://forum.audiogames.net/post/452075/#p452075




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-30 Thread AudioGames . net Forum — Site and forum feedback : Liam via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

sorry. what's nn?

URL: https://forum.audiogames.net/post/452073/#p452073




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-30 Thread AudioGames . net Forum — Site and forum feedback : nuno69 via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

i didn' mean to b e rude or anything Liam, I think this decision is not good, unless, for example someone stils sounds from AHC, because this content is created by Out Of Sight games. But for example NN uses very big amount of sounds from other sources, like Night of Parasite.

URL: https://forum.audiogames.net/post/452058/#p452058




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-29 Thread AudioGames . net Forum — Site and forum feedback : zakc93 via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I'm glad this decision was taken, I remember you guys saying you were doing the other things because having that content around might deter future developers, but cracking down on games because of their sounds would probably be much more of a turn-off for developers than any of the other stuff.

URL: https://forum.audiogames.net/post/452043/#p452043




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-29 Thread AudioGames . net Forum — Site and forum feedback : Liam via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

please read the original post. We have stated we're not doing that.Thank you.

URL: https://forum.audiogames.net/post/452001/#p452001




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-29 Thread AudioGames . net Forum — Site and forum feedback : nuno69 via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

BTW don't try doing something you won't be able to verify.In the game I am making as my current project I have optained some assets from Yulong, who allowed me to use them.And how you'll verify that? How you might know if I'm telling the truth or not? Will you ban me because some of assets are used in Battle Of Armageddon? Or you'll try to reach out Yulong, because he's put here as an example?

URL: https://forum.audiogames.net/post/451946/#p451946




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-29 Thread AudioGames . net Forum — Site and forum feedback : nuno69 via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

Right, congrats on making that.Now, we'll lose a ton of good games, we'll lose a ton of developers and so on and so forth.Ironically, games like Super Liam, Judgement day and some other classics use assets optained from somewhere else.update the db right away!

URL: https://forum.audiogames.net/post/451945/#p451945




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Jayde via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

Moderation:I'm actually going to go ahead and drop a caution here.Ethin, even if you are, in fact, a hundred percent correct, the way you're approaching this is borderline obnoxious. You ought to know better. Rob did not come after you personally in his first post where he disagreed with you; he stuck to facts as he sees them, and you responded with quite a bit of snark and condescension. Why, exactly, do you think that's a good idea? Also, it goes without saying that, while you have your own experience, so does Rob. I am not expert enough to say which of you is right here, and I'm not about to go do the research right this instant, but that part is sort of irrelevant. You can disagree with people all day if that's what you want, but let's leave out the sarcasm and personal insults. Also, you may have something of a point about BGT not being the best language long-term, but the way you're grinding this axe reminds me of those people who said they would be glad when Skype 7 stopped working...wait, weren't you one of those people? I misremember. Either way, it's not just about giving the advice and walking away for you. For you, it seems to be that you're going to badger and push people into not using BGT. Frankly, what a new dev does is really not your concern; if they use a language - any language, even one of those you support - and it makes them miserable for some reason, then that's an issue. You are striking me more and more as the sort of person who feels that personal integrity and rightness are tied together. i.e., if someone says you're wrong or does a thing you don't support, you feel personally slighted somehow, and you respond by insulting them and sometimes hounding them until they agree with you. It's relentless, it's off-putting, it's disrespectful and it needs to stop, like yesterday, preferably.

URL: https://forum.audiogames.net/post/451496/#p451496




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : robjoy via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@Ethin, from time to time, you demonstrate that your knowledge is not as extensive as you think it is. There is nothing wrong with that, unless you give factual advice, in which case it is rather harmful for those who do not have as much experience as you, and choose to follow suit. For the sake of the community, please, please make sure that what you say is correct. As far as I am concerned, I am done discussing this, as it is getting off-topic. The reason why I pointed out and I am still pointing out what is incorrect is because this is not what people who are starting out should see. You are, of course, entitled to your opinion, unless you provide them as facts that others should follow.Ethin wrote:This is not true whatsoever. There is a difference between what BGT does when it stores code and what Lua and Python do. With Lua and Python, you have tools such as luac that compile your code to native code.Incorrect. What you mean by "native code" is actually bytecode, and not machine code, also referred to as "native code". Bytecode is interpreted by a virtual machine, and it is an intermediate form.Ethin wrote:Most interpreted languages have this. BGT is a major exception, primarily because all the offsets for everything is fixed. Once you know the offset for string_decrypt, you always know the offset for string_decrypt. C, on the other hand, is not so easy: C compiles directly to machine code. I cannot just take a C program and pull the decryption keys out of it (because I don't know what is what).For the record, BGT is using Angel Script, which does compile "BGT code" to bytecode, so no difference so far.Name mangling does not make a difference her. It takes two minutes or less to get a function address via any capable debugger. It is not designed to protect functions, but rather to avoid collision. Rather than pretending to know what I don't know, you should actually listen, for once.Ethin wrote:Furthermore, C, Python, Lua, etc., have a unique quality that BGT does not: you only know the function names for the standard libraries they bundle in. You don't know where the decryption logic is.Please enlighten us about where the encryption logic is exactly in BGT. Just because you know the offset, which you are right, never changes, you do not know where the encryption logic is. This is the equivalentof knowing a function address via a debugger in any other language you personally encourage using. Surely, BGT encryption is not just one function, right? All you do is access a wrapper function, along with a few registers. Yet again, this does not mean that the entire encryption logic is in the function you know the offset of.Ethin wrote:However, as someone who isn't a wiz at math, I can tell you that I use cryptographic libraries (OpenSSL, Monocypher, Mongoose, AWS KMS, etc.) safely without knowing any of the underlying extreme theory.As I have pointed out earlier, knowing how to use a library does not necessarily make you effective. Effectiveness is not something you can judge alone. You will see this once you start working for a company where they rely on your code that uses encryption. There is a huge difference between: "It works, I can use it," and "It works, I can use it, and it is not vulnerable."Ethin wrote:... aAlso, you cannot break Cython hooks and cannot determine (beforehand) its memory areas. A cythonized Python program with a single line is over 5000 lines in C. Add over 600 lines of game logic and Cython code is about 12 times that. I significantly doubt anyone could break Cython code without extreme effort, and no blind person is going to spend that much effort in breaking an audio game just to get the sounds.Please look into Capstone, since you are a firm believer of using premade tools. A huge amount of automatically generated C code, or any code for that matter, be it in source or compiled form, is not an excuse on grounds for code protection. You do not expect anyone to go through those lines manually, right? If yes, you will be really happy about Cython's built-in debugger.Ethin wrote:I'm not really sure where you got this information, but if someone is using cryptographic primitives in their program, I would expect them to know how to use them safely. So yes, I would expect someone, even at the age of 12-13, to know these things if they are using a cryptographic library in their applications.So do I. In reality, we both know that this is not the case. Google, Microsoft, Apple, and thousands of other companies did not always make it right. Clearly, there must be some magic going on in your case.Ethin wrote:Someone who is just starting out should be asking questions on how to use cryptographic systems, instead of blindly going with what works and what doesn't.Were you? Can you honestly say that when you were starting out, you had these questions about encryption? I think you were rather busy with grasping the 

Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Liam via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

Moderation:Also if we could please keep this topic from descending in to the realm of which programming language is better that would be great.

URL: https://forum.audiogames.net/post/451456/#p451456




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Liam via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

cmerry wrote:Yeah, and it's completely up to people what language they use, we can't be assholing everyone into using python because well, python isn't for everyone, the same way BGT isn't for everyone. The only part of this rule I disagree with is the paid / ddonationware thing, since what if someone uses sounds out of say, SFX kit that have also been used in other audiogames, a mod could just a use them of ripping sounds directly out of said game and they would lose a lot of customers as a result.Please read the original post. I point out that most sounds that are being used are from publicly availible libraries. if you use sounds out of SFX Kit we are going to have to assume that you own a license for it. however if we fidn out that you don't, then that is where we'd probably take action if your game was being sold.Unfortunately, I'm confident that in 9 out of 10 cases, people have downloaded sF kit for fre eand are using sounds from it. Proving that of course is a whole different story.

URL: https://forum.audiogames.net/post/451453/#p451453




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@11, if it uses string_decrypt, its breakable. I can understand how hard it would be if your creative, but ultimately, if it tracks back to BGT's decryption functions, which it would ultimately have to do (unless they found a native DLL) is still locatable. Then its just down to figuring out what is what.My point is, you shouldn't need to jump through tons of hoops just to use BGT's cryptography in a way that's hard to crack. If BGT were C, and had the libraries C has... well... you certainly wouldn't need to worry about having to be overly inventive. Yes, someone may not fly well with Python, for example, but at least they're using a language with a massive user base. They'd get answeres on stack overflow, for example. If you ask a question about BGT o stack overflow your not going to get a useful answer back at all because  knows anything about BGT. Its a far better idea to use a popular programming language that has libraries and a support foundation behind it than use something that's only known by a nitch community and that raises red flags all over the place.

URL: https://forum.audiogames.net/post/451445/#p451445




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@11, if it uses string_decrypt, its breakable. I can understand how hard it would be if your creative, but ultimately, if it tracks back to BGT's decryption functions, which it would ultimately have to do (unless they found a native DLL) is still locatable. Then its just down to figuring out what is what.My point is, you shouldn't need to jump through tons of hoops just to use BGT's cryptography in a way that's hard to crack. If BGT were C, and had the libraries C has... well... you certainly wouldn't need to worry about having to be overly inventive.

URL: https://forum.audiogames.net/post/451445/#p451445




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@11, if it uses string_decrypt, its breakable. I can understand how hard it would be if your creative, but ultimately, if it tracks back to BGT's decryption functions, which it would ultimately have to do (unless they found a native DLL) is still locatable. Then its just down to figuring out what is what.My point is, you shouldn't need to be super ultra sneaky hidy secrety about where your cryptographic logic is. You shouldn't need to hash a string, then hash that, and so on (don't do that, its a bad, bad idea). Granted, try not to store your keys in your code, either. That's half the problem. You've got AWS KMS and other key management services just for that purpose -- storing cryptographic keys. Or you can set up your own. Whatever you do, don't store your keys in your code, store them (say) right next to your encrypted text, ans an encrypted string. Be creative about where you store it, but try not to store it in your code.

URL: https://forum.audiogames.net/post/451445/#p451445




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@11, if it uses string_decrypt, its breakable. I can understand how hard it would be if your creative, but ultimately, if it tracks back to BGT's decryption functions, which it would ultimately have to do (unless they found a native DLL) is still locatable. Then its just down to figuring out what is what.My point is, you shouldn't need to be super ultra sneaky hidy secrety about where your cryptographic logic is. You shouldn't need to hash a string, then hash that, and so on (don't do that, its a bad, bad idea). Granted, try not to store your keys in your code, either. That's half the problem. You've got AWS KMS just for that purpose -- storing cryptograhic keys.

URL: https://forum.audiogames.net/post/451445/#p451445




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : cmerry via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

True, but by that same logic someone also doesn't have to use python or c++ or whatever if they don't fly well with that language. FYI, there are ways to protect your assets if you're clever about it. I have written a few functions for this myself, but won't share them here for obvious reasons. I challenge you to try getting the sounds out of balloon master or toom hunter, for instance. For the record, I've seen what both those games do to protect their sounds, and I've also been on team talk with Carter Temm when he tried to debug them, and even he didn't have much luck, so good luuck!

URL: https://forum.audiogames.net/post/451443/#p451443




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@9, I disagree. If a language is clearly harmful to a community (i.e. BGT is harmful because it is easily breakable for encryption, something the staff want to start pushing), then I would discourage you from using it, and to choose another. BGT does not need to be the de facto language you learn when jumping into AG development. You can easily start with any other.

URL: https://forum.audiogames.net/post/451433/#p451433




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@7:1. BGT is often blamed for data breaches, while people forget that it is still the only language that provides a very easy environment for those who are starting out. All the essential tutorials, libraries and numerous examples are provided in the package, specifically designed for audio game creation. It is certainly not ideal if you want to do general programming, but it is not meant to fulfill this purpose. The way BGT stores its code is the way 99% of all interpreters work, including some incredibly popular languages, such as Lua.The reason why BGT's encryption can be broken is because it is completely unprotected, just like Python, or Cython, C, and other languages.This is not true whatsoever. There is a difference between what BGT does when it stores code and what Lua and Python do. With Lua and Python, you have tools such as luac that compile your code to native code. Most interpreted languages have this. BGT is a major exception, primarily because all the offsets for everything is fixed. Once you know the offset for string_decrypt, you always know the offset for string_decrypt. C, on the other hand, is not so easy: C compiles directly to machine code. I cannot just take a C program and pull the decryption keys out of it (because I don't know what is what). . It would require many hours (days, possibly even months to years) for me to figure it out. This is not the case with BGT at all. As a suggestion, please go read up a topic called name mangling.Furthermore, C, Python, Lua, etc., have a unique quality that BGT does not: you only know the function names for the standard libraries they bundle in. You don't know where the decryption logic is. With BGT, I know the decryption function is always at a particular memory offset, therefore I can easily break your code. While BGT provides a lot of things that Python does not for audio game development in particular, it causes vendor lock-in, and its much better if you go with a mainstream programming language than one that is no longer maintained and raises AV flags everywhere. Do you really want your potential user base dealing with that?2. Modern cryptography is a science that heavily relies on math. You will need a lot more than a few books to learn it. Educating yourself will take you only so far. Knowing how to use a library or two is like having musical phrase libraries that play chords for you, it does not mean that you know how to play the instrument, nor know how to use it effectively. Little knowledge is worse than no knowledge, as they say.This is only for the underlying theories and processes of making your own cryptographic algorithms. You do not need to know a huge amount of math to use a cryptographic library safely. Never mess with underlying cryptographic primitives without knowing what yoru doing -- it is a very good way to break yourself. However, as someone who isn't a wiz at math, I can tell you that I use cryptographic libraries (OpenSSL, Monocypher, Mongoose, AWS KMS, etc.) safely without knowing any of the underlying extreme theory.3. If you know how to freeze an interpreter, you also know how to access Cython memory areas and hook into someone's code, enough to break most of what's out there.While I appreciate your advice and sharing your personal opinion, I think there are a lot of things that we cannot expect from someone who's just starting out. Their language choice is likely to be influenced by ease of use and the availability of resources. The majority of them will certainly not spend days or more on going through books that deal with cryptography, just to protect their assets. To be honest, if I started out right now, while being 12 or so, I would be very discouraged, to say the least.This is far more of your opinion than mine. Most of it is myth, or misinterpreted. You either misinterpreted what I wrote deliberately or ignorantly, I don't really know; however, please go read up on the subjects I raise in regards to programming before you come to me and say that what I am doing is wrong. Also, you cannot break Cython hooks and cannot determine (beforehand) its memory areas. A cythonized Python program with a single line is over 5000 lines in C. Add over 600 lines of game logic and Cython code is about 12 times that. I significantly doubt anyone could break Cython code without extreme effort, and no blind person is going to spend that much effort in breaking an audio game just to get the sounds. My advice, for that is what it was in six, was entirely correct.I'm not really sure where you got this information, but if someone is using cryptographic primitives in their program, I would expect them to know how to use them safely. So yes, I would expect someone, even at the age of 12-13, to know these things if they are using a cryptographic library in their applications. Someone who is just starting out should be asking questions on how to use 

Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@7:1. BGT is often blamed for data breaches, while people forget that it is still the only language that provides a very easy environment for those who are starting out. All the essential tutorials, libraries and numerous examples are provided in the package, specifically designed for audio game creation. It is certainly not ideal if you want to do general programming, but it is not meant to fulfill this purpose. The way BGT stores its code is the way 99% of all interpreters work, including some incredibly popular languages, such as Lua.The reason why BGT's encryption can be broken is because it is completely unprotected, just like Python, or Cython, C, and other languages.This is not true whatsoever. There is a difference between what BGT does when it stores code and what Lua and Python do. With Lua and Python, you have tools such as luac that compile your code to native code. Most interpreted languages have this. BGT is a major exception, primarily because all the offsets for everything is fixed. Once you know the offset for string_decrypt, you always know the offset for string_decrypt. C, on the other hand, is not so easy: C compiles directly to machine code. I cannot just take a C program and pull the decryption keys out of it (because I don't know what is what). . It would require many hours (days, possibly even months to years) for me to figure it out. This is not the case with BGT at all. As a suggestion, please go read up a topic called name mangling.Furthermore, C, Python, Lua, etc., have a unique quality that BGT does not: you only know the function names for the standard libraries they bundle in. You don't know where the decryption logic is. With BGT, I know the decryption function is always at a particular memory offset, therefore I can easily break your code. While BGT provides a lot of things that Python does not for audio game development in particular, it causes vendor lock-in, and its much better if you go with a mainstream programming language than one that is no longer maintained and raises AV flags everywhere. Do you really want your potential user base dealing with that?2. Modern cryptography is a science that heavily relies on math. You will need a lot more than a few books to learn it. Educating yourself will take you only so far. Knowing how to use a library or two is like having musical phrase libraries that play chords for you, it does not mean that you know how to play the instrument, nor know how to use it effectively. Little knowledge is worse than no knowledge, as they say.This is only for the underlying theories and processes of making your own cryptographic algorithms. You do not need to know a huge amount of math to use a cryptographic library safely. Never mess with underlying cryptographic primitives without knowing what yoru doing -- it is a very good way to break yourself. However, as someone who isn't a wiz at math, I can tell you that I use cryptographic libraries (OpenSSL, Monocypher, Mongoose, AWS KMS, etc.) safely without knowing any of the underlying extreme theory.3. If you know how to freeze an interpreter, you also know how to access Cython memory areas and hook into someone's code, enough to break most of what's out there.While I appreciate your advice and sharing your personal opinion, I think there are a lot of things that we cannot expect from someone who's just starting out. Their language choice is likely to be influenced by ease of use and the availability of resources. The majority of them will certainly not spend days or more on going through books that deal with cryptography, just to protect their assets. To be honest, if I started out right now, while being 12 or so, I would be very discouraged, to say the least.This is far more of your opinion than mine. Most of it is myth, or misinterpreted. You either misinterpreted what I wrote deliberately or ignorantly, I don't really know; however, please go read up on the subjects I raise in regards to programming before you come to me and say that what I am doing is wrong. Also, you cannot break Cython hooks and cannot determine (beforehand) its memory areas. A cythonized Python program with a single line is over 5000 lines in C. Add over 600 lines of game logic and Cython code is about 12 times that. I significantly doubt anyone could break Cython code without extreme effort, and no blind person is going to spend that much effort in breaking an audio game just to get the sounds. My advice, for that is what it was in six, was entirely correct.I'm not really sure where you got this information, but if someone is using cryptographic primitives in their program, I would expect them to know how to use them safely. So yes, I would expect someone, even at the age of 12-13, to know these things if they are using a cryptographic library in their applications. Someone who is just starting out should be asking questions on how to use 

Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : cmerry via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

Yeah, and it's completely up to people what language they use, we can't be assholing everyone into using python because well, python isn't for everyone, the same way BGT isn't for everyone. The only part of this rule I disagree with is the paid / ddonationware thing, since what if someone uses sounds out of say, SFX kit that have also been used in other audiogames, a mod could just a use them of ripping sounds directly out of said game and they would lose a lot of customers as a result.

URL: https://forum.audiogames.net/post/451432/#p451432




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@7:1. BGT is often blamed for data breaches, while people forget that it is still the only language that provides a very easy environment for those who are starting out. All the essential tutorials, libraries and numerous examples are provided in the package, specifically designed for audio game creation. It is certainly not ideal if you want to do general programming, but it is not meant to fulfill this purpose. The way BGT stores its code is the way 99% of all interpreters work, including some incredibly popular languages, such as Lua.The reason why BGT's encryption can be broken is because it is completely unprotected, just like Python, or Cython, C, and other languages.This is not true whatsoever. There is a difference between what BGT does when it stores code and what Lua and Python do. With Lua and Python, you have tools such as luac that compile your code to native code. Most interpreted languages have this. BGT is a major exception, primarily because all the offsets for everything is fixed. Once you know the offset for string_decrypt, you always know the offset for string_decrypt. C, on the other hand, is not so easy: C compiles directly to machine code. I cannot just take a C program and pull the decryption keys out of it (because I don't know what is what). . It would require many hours (days, possibly even months to years) for me to figure it out. This is not the case with BGT at all. As a suggestion, please go read up a topic called name mangling.Furthermore, C, Python, Lua, etc., have a unique quality that BGT does not: you only know the function names for the standard libraries they bundle in. You don't know where the decryption logic is. With BGT, I know the decryption function is always at a particular memory offset, therefore I can easily break your code. While BGT provides a lot of things that Python does not for audio game development in particular, it causes vendor lock-in, and its much better if you go with a mainstream programming language than one that is no longer maintained and raises AV flags everywhere. Do you really want your potential user base dealing with that?2. Modern cryptography is a science that heavily relies on math. You will need a lot more than a few books to learn it. Educating yourself will take you only so far. Knowing how to use a library or two is like having musical phrase libraries that play chords for you, it does not mean that you know how to play the instrument, nor know how to use it effectively. Little knowledge is worse than no knowledge, as they say.This is only for the underlying theories and processes of making your own cryptographic algorithms. You do not need to know a huge amount of math to use a cryptographic library safely. Never mess with underlying cryptographic primitives without knowing what yoru doing -- it is a very good way to break yourself. However, as someone who isn't a wiz at math, I can tell you that I use cryptographic libraries (OpenSSL, Monocypher, Mongoose, AWS KMS, etc.) safely without knowing any of the underlying extreme theory.3. If you know how to freeze an interpreter, you also know how to access Cython memory areas and hook into someone's code, enough to break most of what's out there.While I appreciate your advice and sharing your personal opinion, I think there are a lot of things that we cannot expect from someone who's just starting out. Their language choice is likely to be influenced by ease of use and the availability of resources. The majority of them will certainly not spend days or more on going through books that deal with cryptography, just to protect their assets. To be honest, if I started out right now, while being 12 or so, I would be very discouraged, to say the least.This is far more of your opinion than mine. Most of it is myth, or misinterpreted. You either misinterpreted what I wrote deliberately or ignorantly, I don't really know; however, please go read up on the subjects I raise in regards to programming before you come to me and say that what I am doing is wrong. Also, you cannot break Cython hooks and cannot determine (beforehand) its memory areas. A cythonized Python program with a single line is over 5000 lines in C. Add over 600 lines of game logic and Cython code is about 12 times that. I significantly doubt anyone could break Cython code without extreme effort, and no blind person is going to spend that much effort in breaking an audio game just to get the sounds. My advice, for that is what it was in six, was entirely correct.I'm not really sure where you got this information, but if someone is using cryptographic primitives in their program, I would expect them to know how to use them safely. So yes, I would expect someone, even at the age of 12-13, to know these things if they are using a cryptographic library in their applications. Someone who is just starting out should be asking questions on how to use 

Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

@7:1. BGT is often blamed for data breaches, while people forget that it is still the only language that provides a very easy environment for those who are starting out. All the essential tutorials, libraries and numerous examples are provided in the package, specifically designed for audio game creation. It is certainly not ideal if you want to do general programming, but it is not meant to fulfill this purpose. The way BGT stores its code is the way 99% of all interpreters work, including some incredibly popular languages, such as Lua.The reason why BGT's encryption can be broken is because it is completely unprotected, just like Python, or Cython, C, and other languages.This is not true whatsoever. There is a difference between what BGT does when it stores code and what Lua and Python do. With Lua and Python, you have tools such as luac that compile your code to native code. Most interpreted languages have this. BGT is a major exception, primarily because all the offsets for everything is fixed. Once you know the offset for string_decrypt, you always know the offset for string_decrypt. C, on the other hand, is not so easy: C compiles directly to machine code. I cannot just take a C program and pull the decryption keys out of it (because I don't know what is what). . It would require many hours (days, possibly even months to years) for me to figure it out. This is not the case with BGT at all. As a suggestion, please go read up a topic called name mangling.Furthermore, C, Python, Lua, etc., have a unique quality that BGT does not: you only know the function names for the standard libraries they bundle in. You don't know where the decryption logic is. With BGT, I know the decryption function is always at a particular memory offset, therefore I can easily break your code. While BGT provides a lot of things that Python does not for audio game development in particular, it causes vendor lock-in, and its much better if you go with a mainstream programming language than one that is no longer maintained and raises AV flags everywhere. Do you really want your potential user base dealing with that?2. Modern cryptography is a science that heavily relies on math. You will need a lot more than a few books to learn it. Educating yourself will take you only so far. Knowing how to use a library or two is like having musical phrase libraries that play chords for you, it does not mean that you know how to play the instrument, nor know how to use it effectively. Little knowledge is worse than no knowledge, as they say.This is only for the underlying theories and processes of making your own cryptographic algorithms. You do not need to know a huge amount of math to use a cryptographic library safely. Never mess with underlying cryptographic primitives without knowing what yoru doing -- it is a very good way to break yourself. However, as someone who isn't a wiz at math, I can tell you that I use cryptographic libraries (OpenSSL, Monocypher, etc.) safely without knowing any of the underlying extreme theory.3. If you know how to freeze an interpreter, you also know how to access Cython memory areas and hook into someone's code, enough to break most of what's out there.While I appreciate your advice and sharing your personal opinion, I think there are a lot of things that we cannot expect from someone who's just starting out. Their language choice is likely to be influenced by ease of use and the availability of resources. The majority of them will certainly not spend days or more on going through books that deal with cryptography, just to protect their assets. To be honest, if I started out right now, while being 12 or so, I would be very discouraged, to say the least.This is far more of your opinion than mine. Most of it is myth, or misinterpreted. You either misinterpreted what I wrote deliberately or ignorantly, I don't really know; however, please go read up on the subjects I raise in regards to programming before you come to me and say that what I am doing is wrong. o, you cannot break Cython hooks and memory areas. A cythonized Python program with a single line is over 5000 lines in C. Add over 600 lines of game logic and Cython code is about 12 times that. I significantly doubt anyone could break Cyton code without extreme effort, and no blind person is going to spend that much effort in break an audio game just to get the sounds. My advice, for that is what it was in six, was entirely correct.

URL: https://forum.audiogames.net/post/451428/#p451428




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : robjoy via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

Thank you very much for making this clear for everyone. More importantly, thank you very much for listening to the community.@Ethin, mainstream games heavily use asset encryption for short term data protection, so this is nothing new. If it is breached, the license is there for legal reasons, in the event of a court case, or a private settlement, etc.1. BGT is often blamed for data breaches, while people forget that it is still the only language that provides a very easy environment for those who are starting out. All the essential tutorials, libraries and numerous examples are provided in the package, specifically designed for audio game creation. It is certainly not ideal if you want to do general programming, but it is not meant to fulfill this purpose. The way BGT stores its code is the way 99% of all interpreters work, including some incredibly popular languages, such as Lua.The reason why BGT's encryption can be broken is because it is completely unprotected, just like Python, or Cython, C, and other languages.2. Modern cryptography is a science that heavily relies on math. You will need a lot more than a few books to learn it. Educating yourself will take you only so far. Knowing how to use a library or two is like having musical phrase libraries that play chords for you, it does not mean that you know how to play the instrument, nor know how to use it effectively. Little knowledge is worse than no knowledge, as they say.3. If you know how to freeze an interpreter, you also know how to access Cython memory areas and hook into someone's code, enough to break most of what's out there.While I appreciate your advice and sharing your personal opinion, I think there are a lot of things that we cannot expect from someone who's just starting out. Their language choice is likely to be influenced by ease of use and the availability of resources. The majority of them will certainly not spend days or more on going through books that deal with cryptography, just to protect their assets. To be honest, if I started out right now, while being 12 or so, I would be very discouraged, to say the least.Rob

URL: https://forum.audiogames.net/post/451381/#p451381




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I see your point. But businesses still use it -- it gives them a way to cover their asses.

URL: https://forum.audiogames.net/post/451372/#p451372




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Liam via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

Sadly you'd think that a license agreement would mean something, but it unfortunately does not.

URL: https://forum.audiogames.net/post/451370/#p451370




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I'm quite sad that we need to use encryption to stop this. Most mainstream games use license agreements, but I understand why this is necessary. I would advise doing three things, if you want this to work:1. Continue discouraging the use of BGT. Even done right, encryption with BGT is easy to break, do to the way BGT stores code.2. Continue the encouragement to use languages like Python. Extremely encourage developers to learn how cryptography works -- I really don't like lecturing devs on how to properly use encryption systems because they clearly don't understand how to use them properly, thereby nullifying the encryption altogether. I'm sure that other developers feel the same way. Using cryptography is something that can be learned in a self-educating manner via Google, books, etc. You don't need to take a class on it.3. Strongly encourage developers to use Cython on their sensitive code. This ensures that the code cannot easily be gotten access to (by, say, freezing the interpreter).

URL: https://forum.audiogames.net/post/451363/#p451363




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-27 Thread AudioGames . net Forum — Site and forum feedback : Ethin via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

I'm quite sad that we need to use encryption to stop this. Most mainstream games use license agreements, but I understand why this is necessary. I would advise doing two things, if you want this to work:1. Continue discouraging the use of BGT. Even done right, encryption with BGT is easy to break, do to the way BGT stores code.2. Continue the encouragement to use languages like Python. Extremely encourage developers to learn how cryptography works -- I really don't like lecturing devs on how to properly use encryption systems because they clearly don't understand how to use them properly, thereby nullifying the encryption altogether. I'm sure that other developers feel the same way. Using cryptography is something that can be learned in a self-educating manner via Google, books, etc. You don't need to take a class on it.3. Strongly encourage developers to use Cython on their sensitive code. This ensures that the code cannot easily be gotten access to (by, say, freezing the interpreter).

URL: https://forum.audiogames.net/post/451363/#p451363




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-26 Thread AudioGames . net Forum — Site and forum feedback : Liam via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

here is a link to the topic in the dev room on places to find legal assets for your games. there are quite a large number of options here.https://forum.audiogames.net/topic/2812 … and-music/

URL: https://forum.audiogames.net/post/451346/#p451346




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Re: Our official stance on Copyright as it Pertains to game assets

2019-07-26 Thread AudioGames . net Forum — Site and forum feedback : Jayde via Audiogames-reflector


  


Re: Our official stance on Copyright as it Pertains to game assets

Chiming in right away to support this.At the end of the day, there is absolutely no squeaky-clean choice here. I am wary of this choice, myself, but accept that it might be best for the community itself even if it wanders into some moral gray areas. As such, I'm in support of it; this isn't a torpedo attempt.All this having been said, guys, I would love it if people used copyrighted material as little as possible going forward, and that, where feasible, people might consider replacing it. Crazy Party is the oft-cited example that keeps coming up, and the one which troubles me the most. There are literally hundreds of copyrighted assets here, and I would personally like to see that change, even if it takes time. We may not be about to drop the hammer really hard on such things at this point, but we'd still like to endorse as much aboveboard behaviour as we can. If you are a developer considering making a game, please keep Liam's post in mind, and if you feel you absolutely must use assets that you haven't bought and paid for, or which you don't have a license to use, please keep it to a minimum, and obscure it as much as possible so it happens at little as we can reasonably manage.To be clear, we're still against ROMs, and we're still against the discussion and sharing of audio-described content here. We likewise have no tolerance for unauthorized code forks or theft, so just don't do any of that. None of that has changed. We're only saying that it is essentially unrealistic to put forward a hard-line stance about copyrighted assets in pre-existing games, much as it might be cleaner if we could; it would detonate the forum in a blaze of un-glory, and that wouldn't be good. So let's all work together in minimizing our use of pirated assets, and let's try very hard to encourage others to source their own stuff; big corporations or no, nobody really deserves to have their hard work reappropriated.

URL: https://forum.audiogames.net/post/451342/#p451342




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Our official stance on Copyright as it Pertains to game assets

2019-07-26 Thread AudioGames . net Forum — Site and forum feedback : Liam via Audiogames-reflector


  


Our official stance on Copyright as it Pertains to game assets

Good Friday evening everyone.the last day or so on the forum has become a bit crazy, with therelease of a new game plus our actions towards the developer of saidgame. This morning I brought this forward to the staff list so we as ateam could discuss it. though I fully support the actions of my fellowstaff members, I was also bothered by the fact that while doing ourdue diligence to keep the forum a safe place, we were straying intoterritory that was hurting the community as a whole. Let me step back for a moment and apologize that this post containsso many I's and me's. Upon agreement from the staff, I was tasked withwriting this update for all of you. Please understand that though I amwriting in the first person, I speak for the staff as a single unit,and that I've been given the go-ahead to write this. No overrides lol. one of the major concerns about rule 3 has been where it pertains toaudio games. I will just be blunt and say it, as it has been said inother posts. An extremely high number of the existing games in ourdatabase use assets which they were not authorized to be using. I amnot about to start writing an exhaustive list, as some of the possiblegames could/would spark arguments. Suffice it to say that rule 3, asit is being enforced towards game assets, would decrease the number ofgames on a major scale. I've seen comments on this, both publicly andprivately, from concerned forum members regarding their favorite gamesand what would be done with them. As a team, we have decided  to relax our stance on game assets solong as all of the following is true.1. the assets in question are not directly lifted from another audiogame. This is not easy to enforce, and we will not be checking everygame. However, if a game is using custom recorded sounds such ascustom sound effects, speech, etc, it will probably be looked in toand we will most likely talk to the developer about how to fix this.Keep in mind that most games use publicly available libraries. We'renot going to go combing through every game. that's just not realistic. 2. Where possible, we encourage developers to please obfuscate theirdata with encryption. As a developer, I realize this concept isn'talways easy, so we're not making this mandatory, but we would stilllike to see developer's attempt to secure their assets wheneverpossible. 3. The project in question is not accepting payment, whether that bedonations, or the game being shareware. 4. The game or project isn't designed to do things like offer usersthe ability to obtain copyrighted material. The example I gave on thelist for laughs was that the secret level in Super Liam 2 where youcan stream episodes of 13 reasons why from a torrent site would mostlikely not be allowed.  BTW. that level doesn't actually exist. Hateto spoil the fun. I’m hoping this post answers questions for everyone, and that we canget back to gaming.

URL: https://forum.audiogames.net/post/451338/#p451338




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