Re: how to compile your sounds with your game
yep,
URL: https://forum.audiogames.net/post/448752/#p448752
--
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: how to compile your sounds with your game
Encryption is a funny thing. You could probably get pretty secure using a custom form of encryption, even though it's going to be far weaker than anything professionals use, because of the obscurity. If you get popular enough, someone
Re: how to compile your sounds with your game
yeh, it would be better to hash the string with the key in it, so that it cant be found in memory
URL: https://forum.audiogames.net/post/448738/#p448738
--
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
Re: how to compile your sounds with your game
I wouldn't just use BGT and add my sounds to the EXE like that, though.It doesn't modify the pack file. It just sticks it on the end of the EXE. If you can find where it starts, you can extract it.You could also try having a function
Re: how to compile your sounds with your game
Whether the sounds are in the exe or not generally won't affect how hard they are to decrypt. Deter the laziest hackers, I guess.To do this in BGT, include the pack file like you would a script.#include "sounds.dat"Then, before you d
how to compile your sounds with your game
hi guys. So I've seen in a few games that the game's exe file is bigger than a normal exe file. I know why that is, the sounds.dat file is compiled in it, but how do some game developers do it. I want to do this because I don't want people