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Hey Can anyone help me with this Programming Issue?

Discussion in 'Black Hat SEO' started by madblkhatter, Oct 19, 2010.

  1. madblkhatter

    madblkhatter Registered Member

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    I ran into an issue involving coding.

    I have been on this forum a couple of years and BHW is always on my mind so I thought you guys may have an answer or advice for me.

    No I'm not asking for a free money making method.
    No Review Copies.

    Recently an online game was taken off its server. I wanted to make a clone of this game ? What would be the best method to take get the source coding for a game and how it works serverside versus client side. I heard about .NET Reflector but I'm not too sure how functional it would be.

    I thought about Freelancing,but do you think this is even feasible?

    All advice is welcomed.
    Peace
     
  2. DutchTrafficService

    DutchTrafficService Regular Member

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    What game?

    I can almost certainly tell you that this will not be worth your time though.

    It is impossible to simply decompile and recompile a binary, and if the code is obfuscated with anything decent, it will be a living hell to try and get it to make any sense.
    Plus the fact that you have no acces whatsoever to the server app. (i assume)
     
  3. Spaceman

    Spaceman Regular Member

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    Can you (OP) program?
     
  4. DutchTrafficService

    DutchTrafficService Regular Member

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    You can safely assume thats a 'no', or he wouldn't ask that question ;)
     
  5. Spaceman

    Spaceman Regular Member

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    On reflection - I agree
    :)

     
  6. trooper

    trooper Regular Member

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    reflector with file disassembler add-on will produce a visual studio project
     
  7. Spaceman

    Spaceman Regular Member

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    "BHW is always on my mind"

    Hmmmm - is there a song about that?
    :)
     
  8. minute80

    minute80 Regular Member

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    Depends in which language you game was written. All interpreted or byte-code languages such as PHP, Java, .NET etc. can be decompiled to original form without much effort. The closer you are to the metal, the more harder it gets.

    The actual decompiled data is used more to hack software then to copy it. For copying it, you would benefit more from the armada of software testers that can describe inner system details.

    Your problem is not how to decompile stuff, but rather how does it work. You need to understand the fine logic behind client presentation. And that is hard.

    Just to make an example for you, WoW server code was emulated ages ago, but still no one managed to get end-game raid instances running in full.

     
  9. madblkhatter

    madblkhatter Registered Member

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    Wow Remarkable quickness !!!!.

    Ok scrap the fawking coding/copying/modifying

    I believe decompiling will just ultimately provide me with the client side source code, however, even with this knowledge and data I wont be able to get the server side to fit (Ok I see).


    The game I want to make is in C++, its very simplisitc, arena maps(I will have a server for hosting) and basically a FPS.

    Now lets say I have a concept for an APP/online game/FPS what route would you take to create an arena that 15 to 20 people can connect to.

    I want all the game physics to be as accurate as possible, I want adjustable modules for fighters/characters/or whatever,

    Should I outsource this???
    And lets say I do go to GFL and post a job asside from knowing C++ what other qualities should i seek in my freelancer. Or is there an alternative route?
    Thanks for the all the replies
     
    Last edited: Oct 20, 2010
  10. minute80

    minute80 Regular Member

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    The quickest way to do it, persuming that game isn't overly complicated, is to find a finished game engine and ask developers to do your game using it. Developing 3d FPSs is a hardcore job, especially in C++, and if you don't take shortcuts, you will either end up with nothing or with hefty price tag.
    But before you embark on that, you should spend some time writing design documentation, that should be VERY detailed. I can not emphasise VERY enough. You should get some sort of GUI prototyping tool and define all elements on it, describe each actions that will happen when user interacts with control, size of GUI elements, draft some maps etc.
     
  11. Spaceman

    Spaceman Regular Member

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    3D FPS engines and games concepts are normally developed by teams of top software engineers - world class artists and extremely nit picky testing groups.

    Even a small game is a large undertaking in programming terms. Implementing the phsyics (gravity, depth and whetever else) means you also need to know how these properties work mathematically and can convey that into a structured object with exposed properties such as functions, variables, new data types (nastttty self recursive ones) and these have to be FAST - which means clean code - very very tight clean code.

    I did a small wireframe space game once with flying ships / lazers / stars / planets and black holes. It was 20,000 lines of C and the game was nothing compared to what you are talking about.

    Infact - I would say that you need to put all your thoughts on this to a gaming programmers forum. It aint going to happen from in here dude.

    Spaceman