Game Development Community

Creating a executable file

by Ronald Andaya · in General Discussion · 07/05/2005 (10:00 pm) · 12 replies

I am fairly new to the TGE and beginning to create my game. I want to create an executable file and I am not sure how to go about doing this. I thought if I simply changed the 'targets.torque.mk' to my own directory and game name, compiled the torqueDemo project, it would create an executable icon. How do I accomplish this?

#1
07/05/2005 (10:17 pm)
@Ronald, you should download the SDK installer and just use the torque executable that comes with it. There is no need to compile TGE yourself, unless you have modified the C++ source for the engine.

If you still want to compile from source you will have to post about what OS and compiler you are using, but you should also search in the forums and read the docs first.
#2
07/05/2005 (10:18 pm)
If you can get it compiling, then i would recomend you dont change the targets.torque.mk file, and instead do a search for *.exe and see what was just created.


(I am guessing because I own T2D, not TGE)

Also, i am telling you how it works under windows, not mac or linux (no idea on those)
#3
07/05/2005 (10:54 pm)
Thanks guys for the quick replies. Yeah, I'm just going to work with the executable and expand on the fps starter. I just thought it might have been cool to create my own directory and own executable name. But no need, can't make this project to complicated!!
#4
07/05/2005 (11:00 pm)
I am running Windows XP, and using Visual.net 7.1.

I tried to compile the TGE, just to see what happens, and backing up the original executable files which were 'torqueDemo' and 'torqueDemo_DEBUG'. After I compiled, it created only one executable file, which is 'torqueDemo_DEBUG'. Why did it only create one executable file this time? Is there any difference between the two executable files?
#5
07/06/2005 (2:33 am)
@Ronald

I have some instructions on how to get your own executable name
when compiling with TBE, on my website ( Free Zero/Compiling ).

I will also add instructions how to get you own applicaiton icon ( visible in explorer )
later this day.

Hope that will help you

/roland
#6
07/06/2005 (10:02 am)
Roland

That's exactly what I did, and it's not working for me. I am using VC7 as my IDE. What file/project/solution do I open up in VC7 folder and build? I opened the TorqueDemo Project, build it and it will create an .exe file that is named 'TorqueDemo_DEBUG' instead of the name I typed into targets.torque.mk file.

Thank you for your webpage. Help on creating my own icon would be really appreciated.

Ron
#7
07/06/2005 (10:35 am)
@Ronald:


This is for VC71

- Open SDK\vc7\Torque SDK.sln in VC71
- Select project Torque Demo
- Select Project\Propterties\Configuration Properties\Linker\General
- Change Output File from ../example/torqueDemo_DEBUG.exe to ../example/my.exe or whatever
- Compile

To change icon
- Select Torque Demo\Resource View
- Select TorqueDemo.rc\Icon\"IDI_ICON"
- Either edit directly in studo or change filename in 'Properties/FileName'
- Compile

The website instructions is for TBE

/roland
#8
07/06/2005 (1:19 pm)
@Roland, thanks so much for the help. It worked!

-Ron
#9
06/06/2007 (2:24 pm)
Can someone tell me how to do this with TGEA? I have visual c++ 2005 Express and it doesn't seem to have a resource view and TGEA doesn't even seem to have a resource file for the VS8 solution.
#10
06/06/2007 (10:02 pm)
I believe you can just replace the .ico file and recompile and it will do the trick.
#11
06/07/2007 (1:44 pm)
I'm saying there was no .rc file to point it to the ico or any ico file for that matter, in the vc8 folder. in TGEA 1.01 there is in the VC7 folder but not in the VC8. It was compiling with no icon at all.
#12
07/15/2007 (3:24 pm)
When I upload my .exe to my website and test it it says mission main.cs ive tried putting them in there to but they wont work what do i need to add to this in order for other people to play?