Available on itch.io, Ko-fi and Gumroad.
Ever faced with the daunting task of protecting your game’s assets, only to find your players wrestling with issues? And let’s be honest, the default encryption is like a cardboard shield against an army of hackers, right? Well, worry no more! Introducing the RPG Maker Cook Tool Deluxe! The all-in-one toolbox customizes the builds and protects your game’s assets and source code. It’s as easy as pointing the tool to your project and clicking on Build. The tool will prep the game, utilizing the Halva Package technology and the all-new Deep Level Encryption to lock everything down.
But wait, there’s more! It doesn’t just protect your game. It’s a factory that creates the perfect build for you. Want to make your game smaller (and load faster)? The integrated asset compression will take care of it for you, making it up to 70% smaller. Want to customize how the game works and add a nice icon to it? The Metadata Editor and NW.js manager allow you to customize the behavior of the game and access the latest tech.
Best of all: It’s great for both you and your players, without breaking the bank. The tech is battle-tested and very robust. Plus, it’s Steam Deck compatible. You don’t need to do anything extra, besides flipping a switch.
So, what are you waiting for? Grab the one-stop shop for building games and stand out from the crowd today!
Features:
- From source code to desktop build in minutes: It’s as easy as pointing to the source folder and click Build. Cook Tool takes care of the details for you.
- Robust encryption and source code protection: The Battle tested Halva technology, and the all-new Deep Level Encryption provides a secure way to protect the assets without bogging down the player’s systems or causing issues. And with the included support for NW.js’ JavaScript Source Code Protection, the game’s code is fully protected as well.
- Fully customizable: Every single feature is adjustable and can be turned on or off. You can also save the config to recipe files, for easy setup.
Screenshots:
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Released R6.05 Update 3 today! This update fixes some issues, alongside adding (experimental) Wayland support on Linux. You can enable it by adding --wayland as the command line argument. This only affects the app and Bootstrap. nwjs handles support for it in games.
Changelog:
- Updated to Avalonia 12.1 and SkiaSharp 4.150.0, improving performance and stability.
- This also adds experimental Wayland support on Linux, accessible via the --wayland command line argument.
- Note that this doesn’t enable Wayland support for games, as it’s handled by nwjs.
- Re-worked the cache integrity checks when in-game.
- It’s more robust when detecting tampering or corruption.
- It also fixes a bug where the game would close, even though the cache was OK.
- Fixed a bug where the app and Bootstrap freeze and shows a black window on Linux.
- Updated dependencies, improving stability.
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Released R6.05u5 today! This update fixes a bug with WebP compression and updating the Blake3 library to a new one.
Changelog:
- Fixed a bug where Asset Preparation wouldn’t compresss to WebP (if selected).
- Updated the Blake3 library to a new, fully managed version. Brings performance and reliability improvements.
Released R6.05 Update 8 today! This update brings linux-arm64 support, alongside perfromance and reliability improvements.
Changelog:
- Added linux-arm64 support.
- Under the hood changes for future platforms.
- Switched over to Magick.NET for compressing images, improving reliability.
- Updated Blake3.NET library, improving performance.
Released R6.06 today! This release (codenamed “Ntolmadakia”) brings a re-worked logic for Deep Level Encryption. Specifically, it re-works the patches applied to MV and MZ. The decryption function’s calling convention now matches vanilla RPG Maker exactly, so plugins that call it directly (like Triacontane’s APNG plugin) work without modification. However, the minimum NW.js version is now 0.53.1 (up from 0.48.4). Older versions lack a Node.js API the new decryption logic depends on. This cascaded into an internal re-work of how the tool handles the retrieval of said versions. As such, I am releasing this as a minor update, rather than a patch release. If your recipe file had a specific NW.js version pinned (rather than “Auto-detect” or “Latest”), that pin will be reset to “Auto-detect” after this update, since some older pinned versions are no longer compatible with the new decryption logic. “Auto-detect” and “Latest” selections are unaffected and carry over as-is. This primarily affects Intel/AMD powered devices, as the Arm powered devices have different version lists.
As a side-note: E6.06 is from a different branch than this version, as that was a tech test. No changes from that release are present here.
Changelog:
- Overhauled how the tool handles NW.js versions:
- Changed the minimum (and recommended) NW.js version to 0.53.1, to support the new Deep Level Encryption (DLE) changes.
- Changed how the tool stores the pinned version to the recipe file, improving portability of recipe files across different machines and CPU architectures.
- Note that due to this change, it will default back to “Auto-detect”. If either “Auto-detect” or “Latest” was selected, it will be carried over.
- Under-the-hood changes, for a planned feature.
- Re-worked DLE’s decryption logic for the games, improving compatibility with plugins.
- [Bootstrap, Windows] Improved support for Microsoft Store/MSIX deployment support.
- Fixed a bug, where if the “Encrypt assets” option is turned on, but “Source Code Protection” was turned off, the tool wouldn’t update the game to handle the binary files. This would cause a black screen crash.
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“A preview build, Ace? So soon?” Yes.
With the upcoming release of .NET 11, a new preview build of Cook Tool has arrived! D6.07 (codenamed “Spanakopita”) bring a tech upgrade, alongisde performance and stability imporvements. .NET 11 itself brings new and better ways to handle executables when necessary (such as launching the game after prepping the cahce), streamlining the underlying code. It also some big performance boost (particularly on doing multiple tasks).
But that’s not all. Starting with this release, Zstd is the default compression for Halva packages. This brings better compression and decompression performance, which means faster building and launch times.
It should be noted that this is not production ready. You may encounter runtime level issues.
Changelog:
- Upgraded to .NET 11 (Preview 7).
- Overhauled how the tool and bootstrapper handle executables, improving performance.
- Enabled Runtime Async (where applicable), improving maintainability and performance.
- Various performance and stability improvements.
- Switched to Zstd for compressing packages, reducing build and load times.
- [Bootstrapper] Additional countermeasures for preventing tampering.
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With the release of .NET 11 RC1, R6.07 arrives today! All of the changes from the preview version are now promoted to stable status. There’s also the addition of automatic detection of Wayland on Linux (tool and bootstrap only. nwjs handles that area for games).
Changelog:
- Updated to .NET 11 RC1, improving stability.
- [Linux] Wayland support is now automatic.