Game Development Community

How to build executable with TGB

by Dan Schlusselberg · in General Discussion · 12/14/2006 (2:23 am) · 10 replies

I just downloaded the trial version of TGB and build the MyFish demo, but I don't see how to turn that into a standalone executable. It will only run in the TGB main program.

Do you need TGE and a build environment?

Thanks

#1
12/14/2006 (4:12 am)
With Torque you do not build an executable.

You use the Engine Exe that comes with it and write scripts for your game.
So what you have to deliver is the engine exe plus the dso files from your skripts.

You only make an exe if you make modifications on the engine itself.

Hope that answers your question
#2
12/14/2006 (7:08 am)
Does this mean that all games built with TGB are essentially open source, since the script is in plain text?
#3
12/14/2006 (7:16 am)
Not at all.

When you run the engine, the scripts are compiled into dso's. You can ship these dso's with your game rather than the uncompiled .cs scripts.
#4
12/14/2006 (10:12 am)
I am still confused. The only executable I got with TGB was TGB.exe, which is the level builder. There is a play mode, but that wouldn't really work in a distributed game. Maybe there are options to start TGB in play mode directly.

I loaded the TGE demo, which has a demo.exe that takes arguments. Is that the executable to use?

I also loaded a game built with TGB - PuzzlePoker, and that has a puzzlePoker.exe that starts the game - that is why I thought there was a way to create an executable version of the game. PuzzlePoker includes the .dll files and the .dso files as well.

Thanks for your help - maybe there is something I can read that explains all this. The garagegames docs are not available in the trial version.
#5
12/14/2006 (10:41 am)
Open your project in TGB, go to File....Build Project.....Analyze game. Once that's done, type in a name in the "Output directory" and click Build Selected. A new folder should be present in your TGB directory with the EXE and dso files.
#6
12/14/2006 (4:43 pm)
If you get to the point where you have publish quality TGB games talk to people for help polishing it. I.E. fixing the exe name and title in the compiler or just renaming it etc.

Yes in the private TGB forums you can read and ask about this issue more. Should be some posts on it.

If you have the trial version then you should not even be messing with that since it's just a tool to show you so you buy it. (Fancy way of saying go buy it).
#7
12/15/2006 (5:30 am)
Got the .exe built - Thanks for the help. I am evaluating this to compare with 3Dgamestudio.

It would help if all of the documentation would be available in the trial version - I don't understand why they block it.
#8
12/18/2006 (11:25 am)
The documentation is currently blocked because TDN is in a closed beta. They will be opening it up eventually with only the source-sensitive areas being blocked to everyone by TGB/TGE/TGEA owners
#9
12/19/2006 (3:15 am)
It makes it very difficult to perform an evaluation without documentation - particularly for the scripting language. The tutorials are a nice way to start, but I would like to know what can be done in the scripts - for example can external files be read?

I sent GarageGames.com an email, but they have not replied.

Is there any non TDN documentation available?
#10
12/19/2006 (6:11 am)
I'm not sure if it's present in the trial version, but there should be a TorqeScript Reference file in your TGB directory. \TorqueGameBuilderPro\documentation\reference. There are various documentation files in PDF format, including "TGB Reference.pdf".