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Game Maker Help!
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Derp
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| CODE | draw_text(x,y,global.name);
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Soiyeruda |
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Because retarded looking women is fun. :S
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| QUOTE (mirror @ Sep 11 2009, 05:28 PM) | | CODE | draw_text(x,y,global.name);
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It's a small start, but doesn't exactly solve his issue.
Anyways, upon research, you'll need to make use of INI file commands in order to accomplish this.
Direct Quote from Game Maker Help:
| QUOTE | To pass certain parameter settings to programs a standard mechanism is the use of INI files. INI files contain sections and each section contains a number of name-value pairs. For example, here is a typical INI file:
| CODE | [Form] Top=100 Left=100 Caption=The best game ever [Game] MaxScore=12324 |
This file contains two sections, one call Form and the other called Game. The first section contains three pairs. The first two have a real value while the third has a string value. Such INI files are easy to create and change. The following functions exist in Game Maker to read and change the data in them.
ini_open(name) Opens the INI file with the given name. The ini file must be stored in the same folder as the game! ini_close() Closes the currently open INI file. ini_read_string(section,key,default) Reads the string value of the indicated key in the indicated section. When the key or section does not exist the default value is returned. ini_read_real(section,key,default) Reads the real value of the indicated key in the indicated section. When the key or section does not exist the default value is returned. ini_write_string(section,key,value) Writes the string value for the indicated key in the indicated section. ini_write_real(section,key,value) Writes the real value for the indicated key in the indicated section. ini_key_exists(section,key) Returns whether the indicated key exists in the indicated section. ini_section_exists(section) Returns whether the indicated section exists. ini_key_delete(section,key) Deletes the indicated key from the indicated section. ini_section_delete(section) Deletes the indicated section.
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Mess around with those a bit, and you should be able to figure it out. :S
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Xgoff |
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| QUOTE (Baroque @ Sep 13 2009, 02:57 AM) | you could also do this by not naming your *.ini groups and values anything
so instead of
[SECRET STUFF] BLUECOINS=0xFF
you put
[GR1] VL11=0xFF |
but that's still susceptible to reverse-engineering
basically if it's so important to prevent someone from accessing savedata, you're better off designing your own binary format that would require quite a bit of RE work to figure out (or they could just decompile your game and modify its loading/saving system or find out how to spoof data)
i don't know much about gm's savefile data format, but since gmk 'encryption' has been broken, somewhere on teh internet the savefile format is probably documented up and down the block so you probably wouldn't want to rely on it, either
basically don't waste time doing it
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