Release Woes
by Peter Robinson · in Torque Game Builder · 02/10/2008 (3:32 pm) · 3 replies
I'm getting ready to release my first game on mac and pc. I've ran into a couple of problems packaging everything up. Interestingly enough, this seems like one of the least talked about subjects around here. I have a few questions. First I'm having a problem with guiProfiles.cs. When I delete the .cs file and use the .dso file I basically loose all my profiles. To release the game I've been leaving in the .cs file for now, but a public release is coming soon and I'd like to get rid of it. Next, I was wondering if there is a way to change the icon and all the version info on the executable itself. The only thing I can think of is to recompile the source code with my info, but this seems like a bit much. Is there a better way to do it? Keep in mind I'm doing a mac and pc version. On the mac version isn't there a way to create a package that keeps all the files hidden? Is there similar functionality on windows? Finally I was wondering if we needed to get rid of the first main.cs file and if so how to get the game to run using the .dso file. Any help on these matters is appreciated.
-Peter
-Peter
About the author
A programmer who has been using the Torque2D game engine since the early adopter days. My game is Pirate Code and it can be found at www.circuithive.com. It will be arriving on Steam in 2016.
#2
Oh. Is that why those never work? Learn something new everyday!
06/18/2008 (7:16 pm)
Quote:1. You need to manually exec guiProfiles.cs to be able to use the dso, same with game/datablocks.cs. This is because they are files the editor automatically reads, but not the game itself.
Oh. Is that why those never work? Learn something new everyday!
Torque Owner Drew Robson
2. The straightforward way to change icon is to recompile. You can use ResHacker to modify the exe (including icon), and IcoFX to make a new icon.
No idea about the other stuff.