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How is torque 3d to be distributed?

by mathacka · in Torque 3D Beginner · 07/25/2013 (12:59 pm) · 5 replies

I'm wanting to know how to distribute a Torque 3D MIT Open Source game. I realize the engine compiles the executable. I'm wondering how to disable the world editor in release builds. I also noticed that the "toolbox" program isn't in the MIT open-source version, I haven't been able to find it at least. As a second question I'd also like to know how to distribute a release version of Torque 2D as well, I'm confused on how to do that with modules. But my main question involves Torque 3D, what are the steps to making a releasable stand-alone executable for, for instance, Steam Greenlight?

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#1
07/25/2013 (2:07 pm)
I did find this link for Torque 2D:

https://github.com/GarageGames/Torque2D/wiki/Getting-started-guide#chapter-13-packagingdeploying

I tried it, but I still don't know how to keep the buttons below for testing and other modules from appearing, it says to keep all the modules folders I believe.

If you could help, I'd appreciate it.
#2
07/25/2013 (2:18 pm)
@Jay : The buttons at the bottom of the screen are linked to the Sandbox module, which also defines the Scene and SceneWindow.

If you would like to see how to build a T2D game without the Sandbox module, you can either follow the Getting Started Guide or look in the repository's 'tutorials' directory, where you will see a project called starterProject. You can base your core code off of that if you wish.

As for T3D, I will let others answer as my 'expertise' is with T2D.
#3
07/25/2013 (2:37 pm)
@simon this is Jay/mathacka thanks for your clarification on T2D new project and sandbox, that helps a lot man, keep up the good programming!

I'm still searching for a T3D tutorial on making a T3D executable.
My questions now are:

What do I need to compile a T3D custom game?
What's the minimum files required for a T3D desktop executable?
Basically what's a step by step tutorial on distributing T3D games?
#4
07/25/2013 (3:18 pm)
You'll need the new Project Manager (probably v. 2.0 if you're working with the latest version of T3D). The Project Manager replaces the old Toolbox program. You can get a pre-compiled version of the Project Manager here: mit.garagegames.com/T3DProjectManager-2-0.zip

Briefly, the process is:

1). Install Project Manager
2). Use it to generate your T3D project
3). Open your T3D project/solution (probably using VisualStudio) and compile the engine to generate the .exe

To package your game you'll want to include everything in the in the <your_project_name>/game/ directory except:

* the /web/ directory (unless you're doing a web build but that's unlikely)
* the /tools/ directory (unless you specifically want to give players access to the editors)

So, let's say you had a game called MyGame. Your installation package would have something like:

MyGame.exe
MyGame.dll
MyGame/main.cs
MyGame/art/
MyGame/core/
MyGame/levels/
MyGame/scripts/
MyGame/shaders/
#5
07/25/2013 (4:09 pm)
Thanks very much guys!

@Chris I was confused by the link:
http://www.garagegames.com/products/torque-3d/fps#/8-deployment

since it used the Toolbox, but if one skips the toolbox info and just uses the Project manager as Chris says and follow the directions on the link above, you'll have a game ready to go!

Thanks all, have a great day!