Game Development Community

Making an Exe file

by Raul Martinez · in Torque 2D Beginner · 01/09/2014 (11:01 pm) · 12 replies

Hello

Can somebody please tell me how I can make an exe file from my game or where can I find a tutorial to do it

Thanks in advance

Raúl

#1
01/10/2014 (2:05 am)
You have two options :

1. Compile the engine

Using a C++ compiler, navigate to Torque2D\engine\compilers and compile the solution corresponding with the compiler you are using.

2. Use the precompiled binaries

Grab the binaries here and get crackin'! This download does not include the C++ source code, just the scripts and .exe file needed to get started programming with the engine.

You can then rename the .exe to whatever you feel like.

To change the title of the program window itself, you need to initialize the canvas with the desired name. In MyGamemodulesAppCore1main.cs, find the following line and change "Torque 2d" to the name of your game.

initializeCanvas("Torque 2D");

Note that using option 2 means that you are using a stable master version of T2D dating from 7 months ago; it will not feature all the latest updates found in the development branch.
#2
01/14/2014 (9:58 pm)
Hello

Thank you for your help
Where can I find the Torque2Denginecompilers

Thnk you again

RMC
#3
01/14/2014 (11:07 pm)
Oops. I meant Torque2D\engine\compilers

It is a folder (or directory) which contains solutions for your preferred C++ compiler. For example, if you use Visual Studio 2012, you simply need to load the Torque 2D.sln file from

Torque2D\engine\compilers\VisualStudio 2012


#4
01/15/2014 (9:51 pm)
Thank you

Sorry my ignorance but I dont understand, If I load that file it will make an exe version of the game I programmed?


Sorry to bother you again


Thanks

RMC
#5
01/15/2014 (10:08 pm)
The compiler will take the source code and produce a .exe file so you can run the game.

The game logic (What to display on screen, how to handle player input, when to play sounds and music, etc.) will be defined in script files.

The main script file which starts everything is named main.cs and is located in the root directory \Torque2D\.

You can edit the file with any text editor (Notepad for example) but the preferred method is to use Torsion (only available on Windows), which is a full-featured TorqueScript IDE.

You can find in-depth tutorials about TorqueScript on our Wiki by clicking
here

If you do not understand how C++ compilers work, I suggest looking at tutorials written in your first language so you can familiarize yourself with the concept.
#6
10/20/2014 (11:38 pm)
Hello

Thsnk you for your help, I hsve a question can I use Vsual Studio 2013 to compilemy game?


Thnk you
#7
10/21/2014 (12:04 am)
Yes, you can find the proper .sln (solution file) in \Torque2D\engine\compilers\VisualStudio 2013
#8
10/21/2014 (12:29 pm)
Thank you very much
#9
03/13/2015 (12:09 am)
Hello Simon

I have opened the solution file using Visual Studio 2010, how which file should I compile

Thank You in advance

Best Regards


Raúl
#10
03/13/2015 (12:15 am)
Hey Raul,

From the drop-down menu at the top of the screen in Visual Studio 2010/2012/2013, select either the Debug or Release option, then find 'Build Solution'. If you haven't changed the options, this should create Torque2D.exe in the root folder of your project, which should be something like "C:\Torque2D\".
#11
03/13/2015 (4:06 pm)
Thank you Simon for your fast response, I owe you a drink :P

Thanks

#12
03/13/2015 (4:46 pm)
I'll remember that Raul! :)