Game Development Community

Distrabution

by Weston Elliott · in Torque Game Engine · 01/25/2007 (5:26 pm) · 8 replies

How do I distribute the game I made with TGE 1.5 FPS Starter Kit? What files and folders to I need to include?

{EDIT} Distribution in this threads title after starting the thread (sorry)...

#1
01/25/2007 (6:32 pm)
You can distribute it anyway you want Weston, so long as you don't include source code.

If you didn't modify any folder paths, you'll need the common folder, starter.fps folder, starter.fps->client, starter.fps->server, starter.fps->data, any new folders or scripts you made, and you get the idea.

Any .dll files that were linked with the executable will also be needed.

Additional Distro Tips

  • Make sure you distribute the .dso files, and not the .cs & .gui files, if you don't want others changing the scripts or copying your code[li]Remove the WorldEditor and GuiEditor files[li]Use an installation program to pack your files up nicely, like Install Maker[li]Include a readMe describing game play, controls, features, and credits.[li]Don't forget to include the "Made With Torque" splash screen in the engine.
Good luck
#2
01/25/2007 (6:51 pm)
Thank you very much!
#3
01/25/2007 (6:53 pm)
Happy to help. . .

#4
01/25/2007 (7:34 pm)
One last quick little question. How do I change the text from "Torque Game Engine" to the name of my game in the window title? When the game is in windowed mode the title bar at the top says "Torque Game Engine", how do I change that to the name of my game ---> what file is that code in?
#5
01/25/2007 (7:50 pm)
In example\starter.fps\main.cs\
SetCanvasTitle("Your game name");
#6
01/25/2007 (8:55 pm)
I cant find that line of code anywhere in that file - what line is it on?


---Also, how do I change the Icon picture?


Sorry for all of these questions, I am very new to TGE...
#7
01/25/2007 (9:16 pm)
In starter.fps\client\init.cs:
function initClient()
{
   echo("\n--------- Initializing MOD: FPS Starter Kit: Client ---------");

   // Make sure this variable reflects the correct state.
   $Server::Dedicated = false;

   // Game information used to query the master server
   $Client::GameTypeQuery = "FPS Starter Kit";
   $Client::MissionTypeQuery = "Any";

   //
   exec("./ui/customProfiles.cs"); // override the base profiles if necessary

   // The common module provides basic client functionality
   initBaseClient();

[b]
   // InitCanvas starts up the graphics system.
   // The canvas needs to be constructed before the gui scripts are
   // run because many of the controls assume the canvas exists at
   // load time.
   initCanvas("Torque Game Engine", true);

//.....The rest of the function omitted.
[/b]
The icon is changed in the compiler before you build.
Here are just a couple links talking about icon changing:

Link 1

Link 2
#8
01/26/2007 (2:14 pm)
Thank you very much! You helped me a lot!