Distributing games made with Torque Game Builder to End Users
by Tim Kin Chu · in Torque Game Builder · 02/10/2011 (6:37 pm) · 1 replies
I have a question regarding distributing games made with Torque Game Builder to end users.
Should I just distribute the original game client EXE (3128KB) and the game content files to end users, or I should package them before distribution? If later is the case, how exactly can I package the game?
On the other hand, if I can just distribute the original game client EXE (3128KB), would it be possible for End User to activate the editing tool and change my game?
Thanks,
Chu
Should I just distribute the original game client EXE (3128KB) and the game content files to end users, or I should package them before distribution? If later is the case, how exactly can I package the game?
On the other hand, if I can just distribute the original game client EXE (3128KB), would it be possible for End User to activate the editing tool and change my game?
Thanks,
Chu
Torque 3D Owner Sherman Pendley
For Windows, end users expect an installer. I use a free app called Advanced Installer from Caphyon to make a .msi installer package.
For Mac, everything is self-contained within the .app bundle, so I just copy that to a .dmg disk image. End users can then mount the image and drag-n-drop the .app to wherever they want it - again, that's what end users on the Mac have come to expect, and when in Rome...
For distribution on the Mac App Store, Aun Taraseina has written a very thorough how-to. Edit: Aun also includes some great tips for fixing some serious bugs that bite Mac TGB, and for building a self-contained .app bundle that includes your scripts inside it, rather than beside it - it's a great resource even if you're not planning to sell your game on the App Store!