Building Process
by Timi · in Torque Game Builder · 10/23/2010 (4:42 am) · 13 replies
I'm giving TGB a try, so far I really like it and I'm pretty excited about my soon to be working demogame.
I have one question I can't seem to find the answer to though, and it's vital to my purchase. I have not seen anywhere the building process. I've searched the forums, and sadly only come up with T3D results about buildings/structures.
I'm curious to the actual process, as far as how much has to be done in Xcode, and the steps of what to do. I can't try it out for myself due to the fact that I'm still in trial mode.
tl;dr - Is there a build process tutorial to show how much needs to be done to make the final executable package for Mac?
Also details about how a Mac dev can make a Windows executable package would be nice.
EDIT: added specifics.
I have one question I can't seem to find the answer to though, and it's vital to my purchase. I have not seen anywhere the building process. I've searched the forums, and sadly only come up with T3D results about buildings/structures.
I'm curious to the actual process, as far as how much has to be done in Xcode, and the steps of what to do. I can't try it out for myself due to the fact that I'm still in trial mode.
tl;dr - Is there a build process tutorial to show how much needs to be done to make the final executable package for Mac?
Also details about how a Mac dev can make a Windows executable package would be nice.
EDIT: added specifics.
About the author
#2
10/24/2010 (5:11 pm)
You will need to build the game on the OS that you wish to distribute it with. You do not need to use XCode if you are not changing the core C++ engine source with the Pro version. The documentation should take you through the publishing process.
#3
10/25/2010 (3:27 pm)
So the build to Mac option in TGB for Win (and vice versa) doesn't work??? I could swear I built to a Mac on my PC before with success.
#4
I do not have TGB on this machine or I would try a simple build with one of the examples.
10/25/2010 (3:33 pm)
I do not think the App and .exe's have been included for some time. I do know that it was originally working, but I believe the problem was packaging everything in the .App correctly for the Mac on Windows back in the day.I do not have TGB on this machine or I would try a simple build with one of the examples.
#5
Upon launching the build it said "'initializeProject' function could not be found. This could indicate a bad or corrupt common directory for your game. The Game will now shutdown because it cannot properly function" I'm assuming that was simply because it was unlicensed? Please correct me if I'm wrong.
I also tried Build for windows, it gave me the folders with the data, but no .exe.
I can change the icon with the Mac version by editing the Info.plist so I'm assuming there's no function that ensures the built game has not been modified, correct?
If I build with the windows version (dual boot to windows) How would I change the icon?
Lastly, license section 2.3.1 states a limit of two computers. If I have an iMac, a Windows BootCamp on the same iMac, and a laptop; does this count as two or three computers (it's two physical machines). I'd only use Windows to build, but I may find myself using both the iMac and laptop to develop. Would this be okay, or does it constitute three computers, requiring some kind of extended or additional license?
Questions Summary:
1. Can I change the icon of the game without needing to license the Pro version?
2. Is the initalizeProject error simply from TGB being in trial mode, or did I do something wrong?
3. If in the future I discover I need the pro version and the TGB source, is there an upgrade path or do I need a new license?
4. Does BootCamp count as an additional computer?
Thanks for answering, you guys rock =)
Edit: Corrections
10/25/2010 (7:08 pm)
Well I got a .app package when I tried Build from the File menu. The toolbar button didn't do anything.Upon launching the build it said "'initializeProject' function could not be found. This could indicate a bad or corrupt common directory for your game. The Game will now shutdown because it cannot properly function" I'm assuming that was simply because it was unlicensed? Please correct me if I'm wrong.
I also tried Build for windows, it gave me the folders with the data, but no .exe.
I can change the icon with the Mac version by editing the Info.plist so I'm assuming there's no function that ensures the built game has not been modified, correct?
If I build with the windows version (dual boot to windows) How would I change the icon?
Lastly, license section 2.3.1 states a limit of two computers. If I have an iMac, a Windows BootCamp on the same iMac, and a laptop; does this count as two or three computers (it's two physical machines). I'd only use Windows to build, but I may find myself using both the iMac and laptop to develop. Would this be okay, or does it constitute three computers, requiring some kind of extended or additional license?
Questions Summary:
1. Can I change the icon of the game without needing to license the Pro version?
2. Is the initalizeProject error simply from TGB being in trial mode, or did I do something wrong?
3. If in the future I discover I need the pro version and the TGB source, is there an upgrade path or do I need a new license?
4. Does BootCamp count as an additional computer?
Thanks for answering, you guys rock =)
Edit: Corrections
#6
2. Is there a space in the path or project name?
3. Yes. You can upgrade for the difference in the price between the two engines.
4. You should be fine with your setup.
10/25/2010 (7:14 pm)
1. On the Mac, yes, since it is part of the App package and you noted. In Windows, no, since it is built into the Executable.2. Is there a space in the path or project name?
3. Yes. You can upgrade for the difference in the price between the two engines.
4. You should be fine with your setup.
#7
The build path has no spaces, nor does the game name. Would the finished game always have to be in a path without spaces, even on the player's computer?
10/25/2010 (7:20 pm)
The game launches fine when I press Run from TGB.The build path has no spaces, nor does the game name. Would the finished game always have to be in a path without spaces, even on the player's computer?
#8
When you run the game, try bringing up the console (~ or Control-~) and see which file it is erroring out on.
10/25/2010 (7:25 pm)
It should be.When you run the game, try bringing up the console (~ or Control-~) and see which file it is erroring out on.
#9
10/25/2010 (7:30 pm)
This appears before the game can launch, which is why I thought it might be because I'm still running TGB in demo mode. It doesn't sound like a demo mode error though.
#10
10/25/2010 (7:34 pm)
Open the console.log file in your game's root folder and see where it is failing. That file is created when the game is run.
#11
I'm assuming it has to do with the missing files?
[error log paste]
EDIT: got it to work, see above
10/25/2010 (7:45 pm)
EDIT: I got it to work after manually copying everything out of the project folder into the finished app. Now I'm wondering why it wasn't done automatically.I'm assuming it has to do with the missing files?
[error log paste]
EDIT: got it to work, see above
#12
You WILL need the source if you want to deploy an app that runs on OSX 10.4. It is quite possible, but you'll need the source.
:)
10/29/2010 (12:36 am)
Just to add a word of warning... You WILL need the source if you want to deploy an app that runs on OSX 10.4. It is quite possible, but you'll need the source.
:)
#13
It will only work if I have "Include Script Source" checked, which I believe I shouldn't need to do because it compiles the scripts?
From console.log
But that's not the case, the DSO is freshly made because I've run CleanDSO.command.
I'm kind of disappointed now... What's going on?
Bonus Points: It works with the binary from 1.7.4 just fine. There's something with the binary distributed in 1.7.5 that doesn't like the built .dso files. Also the 1.7.4 binary is Universal (and includes the frameworks necessary for 10.4), 1.7.5 is Intel only. What happened? That's a HUGE step backwards! I'm just going to stick with the 1.7.4 binary, but now I'm also very disappointed.
Another two irks with this:
The console - don't want this in my final game.
And there's some mysterious second window under the game. I figured it was for debugging. (fixed by sticking with 1.7.4)
I was under the impression both of these debugging tools would go away when I used the licensed version to "build" the game. Both of these things need to go away.
11/08/2010 (5:15 am)
So I've licensed Torque 2D, but when I build I still get that error.It will only work if I have "Include Script Source" checked, which I believe I shouldn't need to do because it compiles the scripts?
From console.log
exec: Found an old DSO (/Users/admin/Desktop/Watcher/common/main.cs.dso, ver -557122684 < 41), ignoring.
But that's not the case, the DSO is freshly made because I've run CleanDSO.command.
I'm kind of disappointed now... What's going on?
Bonus Points: It works with the binary from 1.7.4 just fine. There's something with the binary distributed in 1.7.5 that doesn't like the built .dso files. Also the 1.7.4 binary is Universal (and includes the frameworks necessary for 10.4), 1.7.5 is Intel only. What happened? That's a HUGE step backwards! I'm just going to stick with the 1.7.4 binary, but now I'm also very disappointed.
Another two irks with this:
The console - don't want this in my final game.
And there's some mysterious second window under the game. I figured it was for debugging. (fixed by sticking with 1.7.4)
I was under the impression both of these debugging tools would go away when I used the licensed version to "build" the game. Both of these things need to go away.
Torque Owner RollerJesus
Dream. Build. Repeat.
However, if you make sources changes, you'll need to recompile for both Win and Mac. It really depends on the requirements of your game to determine if source changes will be required.
One of the downers is that if you want to change the icon of your game, you need to do it in source... blah.