deployment in windows
by Juan Alexander Castillo Arjona · in Torque 3D Beginner · 07/12/2013 (5:22 pm) · 8 replies
hello can I have a question? with torque 3d version 3.0 after I get my game ready to export to windows (. exe) where is the deployment. is that when I create my project I have my files but as I pack all levels, etc.. How I can do to get a game finished ready for the player to install? Thank you.
#2
07/25/2013 (7:11 pm)
anyone who plays a game developed in torque may enter the editor mode and modify it?
#3
The end of the FPS Tutorial covers this - just ignore the Toolbox since it's been replaced by the Project Manager. The same general process applies.
07/25/2013 (8:30 pm)
Don't distribute the /game/tools folder - viola, no tools.The end of the FPS Tutorial covers this - just ignore the Toolbox since it's been replaced by the Project Manager. The same general process applies.
#4
08/05/2013 (7:30 am)
Yeah, that worked great!
#5
08/05/2013 (8:47 am)
Of course it did - "Stay calm and keep coding!"
#7
As for people seeing your code there are methods available to stop that, password protected zip files, there are a variety of commercial options too, molebox, smartpacker theres one that embeds itself into the source code but i forget its name, and a handful of other asset packing and encrypting packages all with their own pros and cons.
If you have a large game it seems that the NSIS system fails at files over 2gb, so you will need another project distribution system, many people use the inno installer system, but there are many more systems including freeware ones if you look around.
08/05/2013 (1:56 pm)
Of course the tools are free allowing anybody to add them back unless you specifically make sure they cant be used.As for people seeing your code there are methods available to stop that, password protected zip files, there are a variety of commercial options too, molebox, smartpacker theres one that embeds itself into the source code but i forget its name, and a handful of other asset packing and encrypting packages all with their own pros and cons.
If you have a large game it seems that the NSIS system fails at files over 2gb, so you will need another project distribution system, many people use the inno installer system, but there are many more systems including freeware ones if you look around.
#8
08/05/2013 (2:10 pm)
Keep in mind games that have a culture of modding around them tend to have a very long life in the market. I am going to take advantage of this in my games and even provide a modding API. It is still important to protect your code, but having an API gives modders the hooks they need to extend the game without trying to decompile your code.
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