In the vein of confounding datamining and asset theft, I have to ask, what is everyone doing (if anything) to prevent users from saving off copies of decals?
In the case of my current project I have a lot of sprite sheets, and I’d just as soon not see my game replicated in whole. I understand that with 3rd party tools it is possible, if by obtaining any asset ID, to download any image that is normally available to your game.
What I would LIKE to do is in some way ‘scramble’ those textures with a mask, (so that the native images are not inherently usable). I understand there is no way to prevent a user from simply screenshotting artwork, so the idea here is just to make theft of complete assets more trouble than making your own game.
It’s a shame Roblox doesn’t allow direct access to pixel values within a texture (correct me if I’m wrong). That would allow the developer to create a method of subtracting a separate noise mask out of the image itself and then “fixing” it in memory at runtime.
The best thing I can think of is to make multiple textures and then overlap them, using the transparency channel on each in a jigsaw puzzle manner. But I think that can be figured out. ( it also increases the data footprint for the game )
Does anyone have any ideas on this? I’d love to hear, thanks!