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I know Construct 2 already includes anti-piracy, but I'm talking about this kind of stuff: http://www.pcworld.com/article/2602876/ ... rates.html
How do I do it? What does the game need to read (for want of a better word) to know it's been pirated?
That article is an awesome read. But to implement it, it would depend on a few things including
1. What kind of validation you have setup for selling the game.
2. Do you want to make it fun or strict when it is detected?
best anti piracy ever would be to make sure your game is not fun at all to play.
Develop games in your browser. Powerful, performant & highly capable.
Or go with the fact it may be pirated and there is no way to stop it, then find ways to work with it and make money.
I have also considered using Document.InnerHTML to collect the entire HTML code on the end user side and ship it back to my server to verify if it has been tampered with. Then if the client fails to reply with the end-user HTML code -- or replies with modified code -- it will kick them off.