Best practices for releasing TD2 game on PC
by Christian · in Torque 2D Beginner · 11/13/2013 (9:11 pm) · 4 replies
Have been searching for documentation on releasing a T2D game on PC, looking for any requirements (splash screen requirement, attribution, etc) and also for any best practices tips on releasing the game (I think in old T3D it was mainly giving them the .dsos and the art files all stayed the same)?
Anyway is there any documentation about this that I haven't seen, or a forum post that someone already created?
Anyway is there any documentation about this that I haven't seen, or a forum post that someone already created?
Associate Simon Love
No splash screens, no "made with T2D", no mention of GarageGames is required.
That being said, I personally plan to mention that my games are made with T2D, simply because I am proud of the engine and its community.
The .DSO file generation is the same as other versions of Torque, just make sure to set $Scripts::ignoreDSOs = true; to false in your root main.cs file.
As for 'security', you can save all your taml files in binary format to prevent users from editing / reading them. Here's the docs on how to approach this problematic.
From some tests I've made, you could zip the assets (.png, .wav, etc.) but you need to keep your asset declaration files (.taml, .gui.taml, .asset.taml, etc.) out of the zip files. Haven't fiddled with that functionality extensively so bear in mind that some trial and error might be required.