Game Development Community

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

#1
02/10/2011 (8:14 pm)
TGB is different from TGE in that respect - the editor isn't included in the game .exe, just the game itself.

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!