Game Development Community

Game executable

by Bill Bonnell · in Technical Issues · 09/02/2007 (12:42 pm) · 5 replies

Ok. I need some help on this one. I have been trying to find a tutorial or something to tell me how to make an installer file for my torque project. I want to be able to take my game and install it on another computer without having to physically install the torque game editor. I am using Torque3D and windows. How would I go about doing that?

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#1
09/03/2007 (9:12 am)
There are installers from Clickteam and Nullsoft that are free and made for Windows. You could also pay for InstallShield or other higher-end installer products. They are all third-party. There is not an included install suite for Torque.
#2
09/03/2007 (10:49 am)
So I need to find a third party installer tutorial from like installshield? I was under the impression that I needed to recompile the game engine. Also, lets say that I have my torque project, what files and folders would I need to give the executable maker?
#3
09/04/2007 (4:40 am)
Bill - Yes you will need to learn how to use an installer seperate to Torque. As for actually releasing your game it really depends how secure you want your game to be as to which files and what steps you have to take.

You could give anyone the entire "Example" directory contents as it stands but that would let people change your scripts/game to their own needs, the only part the license forbids you to distribute is any of the source code for the game engine itself.

I'd suggest as a minimum you should remove all the .cs (torquescript source files) remember to keep them for yourself though and delete the key bindings for the console, world editor, gui editor, etc which would stop Mr Average game player from changing much but wouldn't slow down someone with a little programming knowledge for long.

After that it's up to you how much time you want to spend trying to make your game more secure, some options could be:

1. Uncomment the "#define TORQUE_SHIPPING" in torqueConfig.h and recompile the engine to make things more secure (see extract from the source code here)
/// Define me if this is a shipping build; if defined I will instruct Torque
/// to batten down some hatches and generally be more "final game" oriented.
/// Notably this disables a liberal resource manager file searching, and
/// console help strings.
//#define TORQUE_SHIPPING

2. Edit the engine source code to remove the console, world editor, gui editor, etc completely from the game and recompile (personally I'd suggest tying these into the TORQUE_SHIPPING preprocess directive.

3. By default all your artwork is just in directories you can move this to a zip file and with a little work make this encrypted/password protected - again it may not stop a hacker/modder but it'll slow them down and stop Joe Public messing about.
#4
09/05/2007 (8:04 am)
Use inno setup from
www.jrsoftware.org/isdl.php
#5
09/05/2007 (4:41 pm)
Thanks alot guys. I will attempt to make my executable this weekend when I am not working. I just need to send it out to a couple of companies as like a portfolio. I don't really care if someone has access to the code. I'm sure i'll be posting in here again this weekend lol.