"License Script"

More like they purchase with Robux, get an installer, and then if it verifies they have it. (In studio) they can use the assets.

Also thanks :smiley:

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Can’t this easily be exploited and bypassed though? I feel as if this is inefficient, and he should just make a gamepass for an asset, instead of going above and beyond.

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Why would the end user always have access to the key? You can handle them via the server, it wouldn’t be impossible to have a text box which you type a “license” key and then verifying with the server on if that’s a real key. Now when it comes to supplying a product based on that I do agree that it would still be accessible on Roblox so it’s not the best solution for supplying products.

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Yeah, if you were to verify from a plugin it would always be able to be modified. So you would basically have to verify on the external server itself. But at the end of the day they could always modify the code to send someone elses identity if they know the person has purchased a license.

I saw @Crazyman32 was typing a response. So I thought maybe he knew of a way since he’s more familiar with the implementation. He uses a similar (possible?) method on the downloader for his Aero Framework.

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I think I wont be the only one to agree with what I am saying, but I think that going above and beyond isn’t a good idea. This can be rewired, and sold to anyone else, and completely remade and reproduced unauthorized. I recommend you sell to trusted sources only, so you wont have to worry about your assets being leaked, and remade.

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You would have to accept a purchase off platform, and then provide a key to use for that. I’m not sure on the implementations of that surrounding the terms of service. So my response was based on the implementation I’ve been thinking about. Which is getting a user to spend robux on an item I made, and then checking VIA HTTP if they own it.

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The way Checkmein does it is via an Custom API (I made one simular Which i can dig out after this post and Contact you . But they way it works is :

Buys Gamepass / Dev Product
Sends a Request to API saying add it to the DB
Sends a Request back to the game.
Then proceeds with the Model.

Then in the actual model (Via Require) They just do it via HTTP checking for the DB.

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User could always republish the model for free and bypass the API key or whatever. If you are trying to serve a model that is paid, you’re out of luck currently. There’s no way to enforce it.

This is only viable if you are providing a service that exists on a 3rd-party server. But I also suspect that paying R$ for a 3rd-party service might be a breach of the ToS (but I’m not certain).

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Off the top of my head, I’d say load a deobfuscated module; that’s probably one of the best ways.

And for everyone who says that it can be deobfuscated, yes it can, but it is going to hard as hell and take a lot of time to deobfuscate it, and I doubt the average consumer would do that just to resell it.
Look at the Xen obfuscator, that’s going to be a hell of a pain to deobfuscate.

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RBXMod allows you to keep your code away from the consumer and still let them use it. You upload your code to the RBXMod where it runs in LuaJIT. Then, games connect to it through the HTTPService and call it. I’m in the process of redesigning the website, but rbxmod.com’s homepage has some more info on it and I’ve posted a bit here. Basically, each user on RBXMod has a security token which they send with requests. A token allows access to all of their scripts and allows them to call any scripts they’ve been given access to.

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What I mean is exactly what T0ny said. “More like they purchase with Robux, get an installer, and then if it verifies they have it. (In studio) they can use the assets.”

Check Me In is a strong system which I’m quite sure it can be leaked but still yet none have tried which is good. I want to know how could I make this.

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Hey, that’s exactly what I’m trying to say. I know that HTTP needs to be activated to the customer’s place but I really don’t have a clue on making the product activated for them only if they have bought it.
Also happy birthday!

The model would be published free from the start. I’m trying to serve a model which is paid and free, but only works for users who bought a product. In this case, if they think they are smart enough to get it free and work they are unlucky. It gets enabled only from having HTTP on and a license script which atm Idk how it works.

Exactly what “Check Me In” uses.

The model yet is not created. We are still developing our system and make the “furniture” I can tell.

Charging Robux for a service on Roblox is almost impossible to maintain. People can just take your scripts and republish it and having a “license” wouldn’t matter since people can just copy it.

A good example would be Terabyte Services (Teverse), they used to charge subscription fees for their application place using third party authentication, it’s now shutdown as you can guess why.

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Not really. How it’s gonna work is 100%+ similar to Check Me In. The scripts don’t exist or are hidden somehow like Check Me In. It will only work if the user has HTTP services on and bought the product so it verifies it’s him and enables it.

Sure, it would really help me if you could do that!
(30 chars)

Read that to get what I mean.

Hi there!

In my point of view, this is not explained much. But from what I see you have a few options.

Sell game passes where if you own it you have access too it.

OR
Sell it as a T-Shirt to script.

If you are looking for like a 1 moth or 5 moth or yearly membership, I believe that is impossible unless you have like a list your moderators add and remove them when the due date is up. But that would mean you would need to go through their profile t-shirts/ gamepasses.

I hope this assists your enquires due to I am not the best scripter

JJackTed
Scripter + Builder - ROBLOX Developer

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It will be sold in a place as a product. Also as I know there’s a new monthly subscription coming, same thing like VIP servers just for other stuff.