Quote from: Mooch on November 30, 2013, 11:34:16 pmHmm. See, on the one hand, Sphere being so open is what makes our very small community so great. Nobody ever hides their code or be's stingy with their knowledge. At the same time, however, that very openness prevents Sphere from gaining a wider following -- if anyone can edit your game, you can't have any secrets, and importantly, you can't sell a game you made in Sphere (someone would just copy-paste the code).I'm not so sure about that. You could still sell your games from a legal standpoint. And if you use SPKs, you get a model that's pretty similar to the LOVE game engine for example, which seems to be doing quite all right in popularity. Heck, you could even create encrypted archived data and decrypt it yourself in some JS file or external executable.But yeah, I do think some more work in this area can really help Sphere. That, and some long-standing usability and cross-platform issues.
Hmm. See, on the one hand, Sphere being so open is what makes our very small community so great. Nobody ever hides their code or be's stingy with their knowledge. At the same time, however, that very openness prevents Sphere from gaining a wider following -- if anyone can edit your game, you can't have any secrets, and importantly, you can't sell a game you made in Sphere (someone would just copy-paste the code).
Then again, once browser-based Sphere is up and running, that pretty much solves the issue. Correct me if I'm wrong, but you can hide the files from the end-user so they can't download and view/modify them when you host stuff online, right? Otherwise people would just be able to Save Page on things like Facebook games and browser games like Realm of the Mad God, and have the source code and post it all back up.