Easiest way to separate "registered" vs. "trial" versions?
by Erik Yuzwa · in Torque Game Engine · 09/07/2004 (9:10 am) · 3 replies
Hi everyone,
I'm just getting into Torque for my commercial projects, and am LOVING how fast I'm able to get things done with the engine. It's a very nice and flexible system!
Kudos to GG!
Anyways, I was wondering how others out there (who are making titles with GG) are seperating their content between the "registered" and "trial" versions.
In my old C++ code, I could just use some #define's to do this..
Is everyone just declaring some global variables in their initial main.cs file that they reference in the other script modules?
Just curious to see if there's another/better way to do it..
thanks!
I'm just getting into Torque for my commercial projects, and am LOVING how fast I'm able to get things done with the engine. It's a very nice and flexible system!
Kudos to GG!
Anyways, I was wondering how others out there (who are making titles with GG) are seperating their content between the "registered" and "trial" versions.
In my old C++ code, I could just use some #define's to do this..
Is everyone just declaring some global variables in their initial main.cs file that they reference in the other script modules?
Just curious to see if there's another/better way to do it..
thanks!
About the author
multi-talented game and web developer based in the glacial ice-caps of Calgary, Alberta. I'm versed in C++, and trying out Torque Game Builder Pro. I hope to get to know you, drop me a line and let's chat.
#2
As for the scripts, you'll definatly want to distribute as many of them as possible as .dso's, and of course, only distribute the ones you *really* need (in the case of your trial).
You should also consider perhaps making a seperate distribution of your script + game data for your trial version.
09/07/2004 (9:34 am)
Firstly, in the engine code, you will want to #ifdef parts of the code. For example, when your trial version runs for 5 minutes, but your full version doesn't, and of course, when you don't want people having all the features when they manage to crack your time limit.As for the scripts, you'll definatly want to distribute as many of them as possible as .dso's, and of course, only distribute the ones you *really* need (in the case of your trial).
You should also consider perhaps making a seperate distribution of your script + game data for your trial version.
#3
Yeah James that was sort of the path I'm heading towards, I just wanted to know if there was a "cool" way of doing it...
But that sounds much more practical in my book.
Erik, that's a good suggestion as well, but just to keep things a bit easier in my brain, I might stick to something of the sort mentioned by James..
09/07/2004 (11:26 am)
Thanks guys great help...Yeah James that was sort of the path I'm heading towards, I just wanted to know if there was a "cool" way of doing it...
But that sounds much more practical in my book.
Erik, that's a good suggestion as well, but just to keep things a bit easier in my brain, I might stick to something of the sort mentioned by James..
Torque Owner Erik Madison