ISBoxer’s EVE Domination Video Contest!

We’re giving out over $1000 in cash and prizes for a video contest showcasing ISBoxer for EVE Online! Entries must be in by April 30, 2013!


Check out the official announcement for full details!

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On Multiboxing tolerance and the word “Automation”

As seen on the Diablo 3 forums…

Most discussions on the legality or tolerance of multiboxing these days seems to center around the fact that “automation of gameplay” is generally prohibited by EULA, and the meaning of the word “automation” in this context.

The people who equate multiboxing with botting look at it and point out that the multiboxer presses a button and the multiboxing software “automatically” sends the button to the other windows, and therefore this is automation, and the same as botting, and the multiboxer should be banned! Well, they’re right that the software “automatically” sends the button to the other windows, but this is actually much different than automating gameplay.

When I was a teenager, I developed (and even sold to friends) scripts that fully automated text-based Multi-User Dungeons (MUDs). So I am familiar with this topic and certainly have a bit of experience on both sides of it. Here’s the most essential functions that separate a multiboxer from a botter:

  • The ability to sense information about the game (e.g. by reading memory)
  • The ability to respond to that information (e.g. by using a healing spell/potion when low on health, moving the character to the next location, targeting a mob, attacking the mob or selecting the most efficient attack, interrupting spellcasts, etc)

When multiboxing, the multiboxer himself is performing both of these two essential functions. With regards specifically to ISBoxer, ISBoxer cannot sense information about the game; it has no idea when your health is low! ISBoxer also cannot provide any response to the game (inputs, like pressing buttons) without the multiboxer himself providing manual inputs.

This, and the fact that ISBoxer does not violate other sections of the EULA or Terms of Service for Diablo 3 or other games is what keeps ISBoxer allowed in them!

As always, Be a Good Citizen ™ and don’t bot, and enjoy playing and multiboxing your favorite games!

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Looking forward to another great year in multiboxing

Alright, I’ll admit it, I haven’t updated my blog in far too long. Every time this happens, I feel like I need some epic post in order to make up for it, but Zorba told me to just update the damn thing anyway because there’s no excuse. I’m going to have to write multiple entries though, because there’s a lot to talk about. So here we are. ;)

Anyway, to the point.

This year has already been big for multiboxers, with new multiboxable games that have come out out and even some older games going Free-to-Play. And multiboxers have confirmed with various MMORPG publishers this year that, as long as you’re not actually cheating while playing (like watching a program play for you — which is not something we multiboxers do), they are not going to ban you for playing the games this way. And World of Warcraft’s latest expansion Mists of Pandaria is looking more multiboxing-friendly to me than Cataclysm was.

But I haven’t had that much time recently, myself, to actually multibox. I’ve been holed up in the lab since the start of summer preparing for awesome things to come.

Among other projects, what I am most excited about working on right now is a new scripting engine to replace LavishScript. Currently, the parts of ISBoxer that actually operate while you play the game are developed in LavishScript, and therefore any development of those parts is restricted to the limitations of the LavishScript engine. Simply put, the in-game features of ISBoxer are not living up to their potential, and a new scripting engine is going to help take us there in many ways.

So before taking on any project like a scripting engine, it’s best to look for an existing alternative. A World of Warcraft player might say “HEY U NEEDZ SCRIPTING ENGINE? USE LUA, IT R THE BEST.”  It’s certainly not bad, but having used a few different versions of it before, I’ve never been a huge fan of Lua’s syntax, nor the API I would be using to integrate it into my products. Eventually after doing plenty of research on scripting languages and APIs, licensing on the engines, considering how the features would apply through Inner Space, etc., I settled on developing a custom Virtual Machine (LavishScript 2.0), an Intermediate Language for the VM (LS2 IL), and a C# Compiler targeting LS2 IL. An early version of the VM is already integrated into Inner Space, and the C# compiler is already usable, is open source, and is moving forward seemingly by leaps and bounds thanks to Microsoft’s new “Roslyn” C# Compiler API!

That might not excite you now, but I expect these efforts will begin to bear fruit for multiboxers within the next couple of months. There are new features to be had. :)

I have other topics to cover as well, so keep an eye out for further updates!

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