Game Development Community

Releasing my game

by Andy Hawkins · in Torque Game Engine · 02/28/2008 (1:54 am) · 5 replies

So how do i do a release of my game without giving away my source code? I need to build an alpha for this MyDreamRPG comp. Do I just leave the .dso's in and remove the cs files?

#1
02/28/2008 (3:30 am)
Unfortunatelly I never released a game using Torque, but, I believe that you must to leave ONLY the .dso's, and, remove all .cs files
#2
02/28/2008 (6:00 am)
Andy, leave in the main.cs file in the root folder (unless you want to incorporate those settings into the engine, there is a howto somewhere around here...) and otherwise remove all the other .cs files.

That pretty much does it.
#3
02/28/2008 (6:18 am)
Great, thanks guys :)
#4
04/24/2009 (8:13 pm)
I'm curious about this too... seems silly that the main main.cs is never compiled, and needs to be there...? I don't understand why you can't just have the executable in your base game directory (tried it btw, totally didn't work) instead of the directory above with that silly uncompiled main.cs script.

It is to be said, also, that the .dso's are not obfuscated, you can open them in wordpad and clearly read passwords and such (i.e. server/prefs.cs.dso).
#5
04/25/2009 (10:00 am)
Well, technically, you could... there was a resource a long time ago where you could integrate the main.cs into the executable by storing it into a very long string literal. I don't know where it is now, but if you really wanted to you could look it up.

Also, AFAIK, there is no requirement to remove your *.cs files from your build. You can ship your game with them for your game to be moddable, if you wish. For TGB, this isn't true, but TGE and TGEA, you can.



Edit:

Actually, I searched really quick and found 2 ways to get rid of main.cs.

Eliminating root main.cs
or
Hack to remove main.cs with 3 lines of code (this is the way I remembered)