Game Development Community

Making Final Game exe?

by Jason T · in Torque Game Engine · 02/03/2006 (4:01 pm) · 12 replies

OK I have a proof of concept game that I want to send to my artists but I have no idea how to make the final build of the game.

I have the SDK and TBE installed how do I make an exe to give to others so that can play this? Ive done a few searches, as Im sure this has been asked a lot but I didnt come up with anything.

Thanks all,

#1
02/03/2006 (4:52 pm)
Send them a binary - there's no restrictions on which you send out. If you want it to be fast, make sure it's not a debug binary.
#2
02/03/2006 (5:07 pm)
Thanks for the fast reply.

ok Im sorry, please dont take this wrong but I have no idea what that means. Ive literally searched this site for about an hour and Ive found nothing on making a final game.

how do I make a binary?

I went to eclipse > starter.racing > build make target. It did something but no idea where it put whatever it did. Was that what I was sopposed to do?

You docs sure could use a bit of touching on this, or maybe Im just missing something completely.
#3
02/03/2006 (5:10 pm)
*edit*
#4
02/03/2006 (5:36 pm)
I'm a relative noob, so take my instruction with a grain of salt.

I've been trying to break it up too, just for general information.

More than likely, the EXE you made is in the EXAMPLE folder. If you left the name torqueDemo.exe it probably over wrote it so you don't see a change. Change the file name when you build it and do a search for the new name.

I've found if I seperate the EXE into another folder, I need to bring the following with it :

copied the "starter.fps" folder and renamed it to "game", because I wanted the FPS info.
copied the "common" folder. It has commonly needed files. :)
main.cs
wrap_aol.dll
openAL32.dll

Copied the the 2 BAT files just for myself so I can clean up the mess while I'm mod'ing the CS files.

Just don't forget to change the main.cs in the new folder so it points to the folder in you current directory and not the default one.

If an expert happens to see this. Please correct me if I'm wrong. :)
#5
02/03/2006 (5:50 pm)
Yeah I tried that and I got a notice that I am missing a file or running an old version. I copied everything over so Im not sure.

Looking at the log it says im missing common/defaults.cs but that file doesnt exsist anywhere in my root either.
#6
02/03/2006 (7:32 pm)
To me, that seems weird. I'm not aware of a DEFAULTS.CS anywhere in the common folder.
None of mine have it, lets put it that way. :)
#7
02/03/2006 (8:06 pm)
Yeah ive been going through the log and Im still hunting it down. Kind of annoying. If I could make a binary then all my problems would go away. I just cannot afford $100 bucks for VC++ NET
#8
02/03/2006 (8:31 pm)
@Jason - First a few questions.

What version of TGE do you own?
Did you use one of the folders under the example folder?
Did you make any changes to the .cpp or .h files under the engine folder?
#9
02/03/2006 (8:48 pm)
@BigPappa

1. most recent TGE SDK
2. yes I made the game in example/newgame
3. have not touched any code

4. should note that I can take start.fps, zip it and it runs fine on my second comp. problem has to be in my game.

lastly, I just want to get an actual confirmation on my original question. To make a Binary on Wondow XP I would need to but VC++ NET? If that is true it sucks becuse I cannot afford it.

Thanks for everyones help. Seems silly I can make games but not share them. That and there is zero documentation on sharing your games.
#10
02/03/2006 (9:07 pm)
I also just noticed that at the end of the Error Text there is "Invalid Packet"

The packet is refering to tutorial.base/data/skies/ I searched my entire code and found no reference to anything calling that directory. I even check my none searchable gui files and came up with nothing.

---

Found it. Was ingame in the sky image. Works fine out of directory now.

Would still love ot know about making binaries though.

Thanks again everyone!
#11
02/03/2006 (10:30 pm)
@Jason - You do not have to make a binary to share your game. If all you did was modify the .cs and .gui script code pages, then that is what you are going to share. The only executable file is the torquedemo.exe and the dll files. When you run the executable, it compiles the .cs into .cs.dso and the .gui into .gui.dso.

You can use Visual Studio Express to compile the engine into a new executable but you arelady stated that you have not changed the engine code so there is no need to recompile.

Hope this helps.
#12
02/04/2006 (12:20 pm)
Thanks BigPappa,

Playing around a bit this morning I realized that all I had to do was remove all the .cs files from the game and it would still play. I know that torque needs all the graphic files and there is no way to remove those, which is a bit unfortunate, but at least I dont have to share the code.

Which is what Ben stated at the first reply but becuase I have no idea what he meant I went on a 10 hour goose hunt for a program to 'make a binary' like his original post stated.

I now know what he means.