![]() Modifying your game would have been a difficult task but that's not even necessary as I can simply recompile CE with new window titles.Ĭlick to expand.Right, keep in mind that Cheat Engine is just an ordinary Delphi application. It's not like it's the only method available either. Finally I discovered that I could just open and close the settings window and it was removed from the list solving the problem.Īll of the above was done with the sole purpose of showing people that this is a futile way to defeat someone that wants to cheat in a game. I tried to be clever with complex solutions that I came across mention of but none of them worked. Solving the forum thread window was trivial but the settings window confounded me for a while. It was also detecting the settings window even though it wasn't open. If you want to control cheating, that would be an option.Īt first the script didn't work at all so I added some debug lines to your script to see what was happening, and I quickly discovered that you were just searching if a string was contained in another and it was picking up this forum thread which was open. Those who want to experience the game (for the story, for example) can do so, even if they suck, while the developer still has some control over the gameplay experience as a whole. Hades, for example, introduced an inbuild god-mode (which isnt really a god-mode, but simply damage reduction that scales over your deaths). Why bother with it? A lot of modern games even embrace this idea. Why would you even want to dictate people how to play it? Some people enjoy cheating. Not to mention: it's a singleplayer game. You lost development time, some players suffer because of it, and those who truly want to cheat will still (easily) do so. Meanwhile someone with a foreign but legit programm called "hacheatmahjat" is wondering why he cant play your games. People are simply gonna use some other cheat software, or rename the process. So you can detect processes with the word "cheat" in it? Fantastic. People who want to cheat, will find a way to do so. There is nothing you can do about them altering it however they like. The game data is written into their local ram. The files are on the local machine of the user. You will lose this war and there is nothing you can do about it. ![]() "Worthwhile" being a keyword here, since it's hard to justify something which does not gain you anything in terms of gameplay experience or monetization. You could implement the game using a similar client-server achitecture as mentioned above, but usually for smaller teams you cant affort to spend the amount of time required to make cheat prevention worthwhile. ![]() While it can be a nice-to-have feature for the players hosting the game, it is usually not worth the above mentioned effort. ![]() In the second scenario you usually do not want to bother with cheat prevention mechanisms. This is however accompanied with additional complexity and development time, as well as some necessary trickery to get around additionally introduced delays and so on. This is usually approached by a client-server type architecture, where the server validates the data send from players and has authority over their actions. In the third scenario, you clearly want or must have some cheat prevention mechanisms. Multiplayer as a Service / MMO / Competitive / Monetization Ingame /.Locally or privat hosted Coop / Multiplayer Games.So, as others mentioned, we need to differentiate between 3 or so scenarios here. ![]()
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