View Full Version : NEWS: Game Maker running on Mac OS!
cairnswm
19-02-2008, 09:20 PM
Finally, I can say something!!
A friend of mine from Pascal Game Development has been working on porting Game Maker to the Mac. Follow the link below for details and Videos!
http://www.pascalgamedevelopment.com/viewtopic.php?t=5232&highlight=&sid=e0399bd3db9a4f56e9346fcc76c1a3cf
dislekcia
20-02-2008, 01:50 AM
OMFG!
YAY! I can release for Mac!
Any info on if we get a license for Mac/Linux dev with our current Win32 licenses?
-D
cairnswm
20-02-2008, 07:46 AM
No Idea :(
Note also that Savage says in that post on PGD that is also compiles for Linux! So write GM code anywahere - run everywhere :)
I've had to keep quiet about this since November, I'm glad he has been able to release somehting about it :)
Cyberninja
20-02-2008, 10:52 AM
Firstly. This is awesome news. =] Multi-platform is always cool.
However, (and this is where I derail the topic a bit) I came across something quite disturbing while reading that blog. Stories of a Game Maker Exe Decompiler posted by the now infamous GearGod. :/ A program capable of extracting the following from a GM exe: Sprites, Backgrounds, Scripts and Object Names. Is there any truth to this story? There already have been reports of people claiming that some of their games have been ripped. Whether these stories are based on fact or not, I do not know.
My apologies, if this is old news. I only read about this yesterday. This is quite disturbing. Especially for those (like myself) hoping to release indie/commercial games with Game Maker. Knowing all your hard work can be decrypted and your code/game copied, is quite a scary thought.
FuzzYspo0N
20-02-2008, 11:07 AM
http://www.google.co.za/search?hl=en&q=game+maker+decompiler&btnG=Google+Search&meta=
looks true to me :) ill test it later. its not impossible
Cyberninja
20-02-2008, 11:41 AM
I don't see how you could use a smiley in light of this news. :/ I find this whole thing, quite worrying.
dislekcia
20-02-2008, 12:09 PM
However, (and this is where I derail the topic a bit) I came across something quite disturbing while reading that blog. Stories of a Game Maker Exe Decompiler posted by the now infamous GearGod. :/ A program capable of extracting the following from a GM exe: Sprites, Backgrounds, Scripts and Object Names. Is there any truth to this story? There already have been reports of people claiming that some of their games have been ripped. Whether these stories are based on fact or not, I do not know.
GM decompilers have existed since GM 5. It's really not a big deal if you think about it: Firstly, any game's resources have the possibility of being ripped. Heck, most of the sprites people use in their first GM games are ripped from ROMs. Secondly, any exe can have it's code decompiled and rendered at least partly human-readable. It's been happening for years, so why is this a big deal with it happens to GM?
And Finally, what this decompiler does is essentially expose the unencrypted resources that are embedded in a GM exe. It doesn't open up all the objects themselves and the code that runs them. Not a huge problem if you consider that anything released written in C++ will have exposed resources and scripts if it uses a scripting system.
My own personal solution would be to move things that don't need to be repeatable Script functions into Execute a Piece of Code blocks on objects themselves, I do believe that isn't capable of being ripped out the same way, you have to physically go through active memory while the app is running to do that.
But yeah, ****'s going to get decompiled, ripped, used, cracked, hacked and abused. Doesn't matter what it's written in.
-D
Cyberninja
20-02-2008, 12:18 PM
Aah. Thanks for explaining that.
Gazza_N
20-02-2008, 08:41 PM
Uberwin! Thanks for the great news, Mr. Cairns! :D
d-_-b
21-02-2008, 11:12 AM
Yip, Great news!
But why are they using Free Pascal and SDL? I can understand its a smart move if they want cross-platform compatibility, but wasn't there plans to rewrite GameMaker in C++. And if so do you guys know if the C++ GameMaker are going to be cross-platform and what libraries are it going to use?
Regards and thanks for the info cairnswm,
Korax
21-02-2008, 12:48 PM
I wouldn't worry too much about half-readable decompiled source code.. Unless you got something revolutionary.
Including source with your commercial release won't be that bad, if you do have something revolutionary you don't want anyone to know, then yes, protect it. Its unlikely anyone to seriously abuse your game via the source anyways. I've been following projects running on Quake1, Quake2 and Quake3 engines since the release of the first one's source, I've actively participated in most of the Quake-Source scene, and contributing tutorials etc. I haven't seen much more than odd modding and maybe a handful of small TC-style game projects making it commercial/free via the released source.
Generally unknown products are also likely to not be "abused" as much (at all) than an internationally well-known product.
My own project I'm currently working on that will be making it to a commercial product is very loosely based on the Quake architecture re-written in .NET (C#) using TV3D atm, but will be converted to XNA soon; Personally I'm not going to bother protecting the product.. Im planning on releasing the code either GPL or CC and have the code included with the product once its ready and finalized.
If anyone is intrested in viewing the code and using it or the knowledge locked-up in it, then it has served its purpose in teaching another person new skills, and I'll be happy for them doing so.
Its simple, if a person has the binary, it will be hackable/crackable/decompilable.. same thinking as network security.. once its plugged-in, theres no guarantees.
You are only making it a step easier or harder, definitely not impossible.
The much more important question would be, how valid/legal is the GM port to Mac?
Is it done by its creators, or by someone carrying their approval?
There is a little bit of contradiction where theres an excitement about a Mac port (if it was reverse engineered/other-illegal) and in the same discussion question products generated by (this) GM if its decompileable and its concerns.
The abovementioned isn't ill-intended, its just a contradition I noticed, and I could be totally off the mark, since I don't use/follow GM at all.
dislekcia
21-02-2008, 01:08 PM
Yip, Great news!
But why are they using Free Pascal and SDL? I can understand its a smart move if they want cross-platform compatibility, but wasn't there plans to rewrite GameMaker in C++. And if so do you guys know if the C++ GameMaker are going to be cross-platform and what libraries are it going to use?
Regards and thanks for the info cairnswm,
The game runner is being rewritten in C++. The editor application itself can be written in whatever, the two are different programs: One produces the info interpreted by the other.
That said, I don't really care about a C++ runner very much, I doubt it'll make that much of a difference. GM is already plenty fast enough for me :)
-D
dislekcia
21-02-2008, 01:11 PM
The much more important question would be, how valid/legal is the GM port to Mac?
Is it done by its creators, or by someone carrying their approval?
The port is being done by a company employed by YoYo Games, who own Game Maker.
-D
Korax
21-02-2008, 01:38 PM
I wasn't sure about the details.
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