iTGB 1.5 - Building an app for release
by Craig Jorgensen · in iTorque 2D · 11/14/2011 (5:07 am) · 2 replies
Hi,
Im looking to submit my first game this week, however i have a question regarding the build. I have made an adhoc distribution just to play around, and i notice that the compiled app (built for archiving) contains all of my source scripts (.cs) in there. I was under the impression that only the .dso files were required. Is there any reason why it needs to include the source files? If not, does anyone know how to remove them from the project resources? (i dont want to have to remove them from the scripts folder). Perhaps there is a way to exclude a certain file type from deployed resources?
Regards,
Craig
Im looking to submit my first game this week, however i have a question regarding the build. I have made an adhoc distribution just to play around, and i notice that the compiled app (built for archiving) contains all of my source scripts (.cs) in there. I was under the impression that only the .dso files were required. Is there any reason why it needs to include the source files? If not, does anyone know how to remove them from the project resources? (i dont want to have to remove them from the scripts folder). Perhaps there is a way to exclude a certain file type from deployed resources?
Regards,
Craig
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#2
11/15/2011 (2:21 am)
Does anyone know what the difference in project settings between the release and shipping build is? I notice i get alot more compiler warnings in shipping than i do in release.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
but if you didn't remove the cs after the generation of the xcode project file it will copy them.