![]() Then in paid DLC you make that actor 1 can change to paladin sprite. ![]() make sure the files you distributed did not have same name with old files. just distribute the new encrypted sound / graphic / video to your player. ![]() If anyone had similar plans or had done this before, I would love to hear your insights or opinions on this matter.Īnd i think you can do your scenario above. There are data patcher scripts (Hime's/Yami's) out there, but as far as I am aware they do not support encryption archives which is the crux of the problem. While normally fine on its own, albeit troublesome for the user everytime you make an update, this becomes problematic when it comes to paid DLC that must not include the files of the base game (for obvious reasons), yet requires them to run. Sorry if this has been asked before as I have tried doing a search on this topic but haven't been able to get anywhere.įirst, I'll start by saying that I am aware RGSS decrypter exists, so this is not about trying to prevent people from decrypting a project that way, but rather I would like to know is there any encryption method (or other alternatives) that can be used to distribute updates in the form of "Paid" DLCs as patches without leaving the additional assets out in the open for just anyone to grab.īy default, VX Ace's encryption compresses both the Data and Graphics folder into a single archive.
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