Hi! Welcome to the forum for Platinum Arts Sandbox Free 3D Game Maker. I currently have the forums locked as I am attempting to properly update them.
In the meantime please join the new Discord Server!
If you have any questions please e-mail me through the Platinum Arts website.
In the meantime please join the new Discord Server!
If you have any questions please e-mail me through the Platinum Arts website.
How should I distribute my game?
- wildflower
- Member
- Posts: 76
- Joined: August 11th, 2011, 5:10 am
- Name: Sandie
How should I distribute my game?
I trying to decide if I should make a complete new game with all the sandbox files, or just pack my /data/*, /packages/* ?
I have approximately 200 data-files, several maps, textures and models.
I have made changes to some of the default files like menu.cfg, so if I just distribute as a package, it'll overwrite those files and possible mess things up for other games.
I have approximately 200 data-files, several maps, textures and models.
I have made changes to some of the default files like menu.cfg, so if I just distribute as a package, it'll overwrite those files and possible mess things up for other games.
A work in progress : http://www.moddb.com/mods/moonvalley
- jSoftApps
- Member
- Posts: 426
- Joined: May 2nd, 2011, 10:02 pm
- Name: J.R.
- IRC Username: jSoftApps
- Location: jSoft Apps Software Innovations HQ
- Contact:
Re: How should I distribute my game?
I would look here: viewtopic.php?f=24&t=2110
Hope it helps
Hope it helps
jSoft Apps Software Innovations - App, Games and More!
Visit our Website!
jSoft Apps is now on indie db!
Visit our Website!
jSoft Apps is now on indie db!
- wildflower
- Member
- Posts: 76
- Joined: August 11th, 2011, 5:10 am
- Name: Sandie
Re: How should I distribute my game?
Thanks, but what I'm really fishing for is a way to distribute my game without having to include tons of files that most people already have.jSoftApps wrote:I would look here: viewtopic.php?f=24&t=2110
Hope it helps
I know how to do it in Linux (I would make a py-gtk launcher that made backups and reverted things when the game exits), but I have no idea how things work in Win and Mac.
DaGeek247's guide have some interesting points thou, unfortunately it's fps-mode only and my game is rpg.
A work in progress : http://www.moddb.com/mods/moonvalley
-
- Support Team
- Posts: 2734
- Joined: January 13th, 2010, 12:42 pm
- Name: Timothy
- IRC Username: I use Steam
- Location: Looking over your shoulder...
- Contact:
Re: How should I distribute my game?
The basic idea of those points should apply to RPG mode as well (aka, removing editmode). While it's not E in RPG, you can still find the keybind and block it.
Want a user bar like this one? PM Leo!
- wildflower
- Member
- Posts: 76
- Joined: August 11th, 2011, 5:10 am
- Name: Sandie
Re: How should I distribute my game?
There are some major differences in the rpg-mode, but still... I know how to make a large package with all the stuff i need in my game, what I need is a way to implement the game in an existing PAS in a non-destructive way. As I mentioned, it would be fairly easy do this in Linux, but then I'll end up with a Linux-only game.arcones wrote:The basic idea of those points should apply to RPG mode as well (aka, removing editmode). While it's not E in RPG, you can still find the keybind and block it.
Guess I'll have to drop the idea or get better at explaining what I want
Last edited by wildflower on October 15th, 2011, 8:22 pm, edited 1 time in total.
A work in progress : http://www.moddb.com/mods/moonvalley
-
- Member
- Posts: 194
- Joined: August 10th, 2011, 2:35 pm
- Name: Addis
- IRC Username: javaxbeast
- Location: Chicago, IL
- Contact:
Re: How should I distribute my game?
What you could do is have the player manually place everything where it's supposed to be. It might seem that people might not want to do that, but judging from the screenies you've put up, I would happily do it. All I would suggest is that you put a directions/how-to file inside the main package. Hope this helped!
-Java
-Java
Age of Darkness
Maps: Music:
Models:
Scripts:
Other:
Visit the company website: (In progress (Expected to be released in two weeks :uber:) )
Visit the company page on ModDB: Vulcanis Entertainment
java.x.beast wrote: I got them moves like JAGger!!!
- Leo_V117
- Support Team
- Posts: 1640
- Joined: February 16th, 2010, 8:00 pm
- Name: Leo
- IRC Username: Leo_V117
- Location: That one place...
- Contact:
Re: How should I distribute my game?
Speaking of removing editmode... You could retain it, allowing yourself (and players) to use it PROVIDING they insert an activation code first... Example in Source Games on PC:This enables noclip, impulse 101 (all weapons), npc_create ***, etc. So, You could use this code: (I'm unsure if it would actually work, but it might.)I wouldnt trust this code YET... But, a little tweaking here and there and I might be able to set it up for you. You can hide the code if you wish, thats what "autoexec.cfg" is for.
Code: Select all
sv_cheats 1
Code: Select all
sv_editmode = [sv_editmode 0]
sv_editmode_off = [
if (= $sv_editmode 1) [
sv_editmode = 0;
echo "Developer tools disabled";
] [
echo "Developer tools already disabled";
]
]
sv_editmode_on = [
if (= $sv_editmode 0) [
sv_editmode = 1;
echo "Developer tools active";
] [
echo "Developer tools already active"
]
]
bind F1 [if (= $sv_editmode 1) [edittoggle] [echo "I dont think so, no cheating!"]]
Game Projects
Sandbox Tools
- wildflower
- Member
- Posts: 76
- Joined: August 11th, 2011, 5:10 am
- Name: Sandie
Re: How should I distribute my game?
I went with a full separate game, and are trying to build a multi-platform game install/update system in Python, I assume win and mac both have access to Python?
btw. I have no way of testing on Mac (I think I have an old SE/20 somewhere, but I doubt it'll run the game ), so any mac-support will undoubtedly be highly experimental.
@Leo_V117
This would be SO cool to have
I'll look into this with the next alpha release.
btw. I have no way of testing on Mac (I think I have an old SE/20 somewhere, but I doubt it'll run the game ), so any mac-support will undoubtedly be highly experimental.
@Leo_V117
This would be SO cool to have
I'll look into this with the next alpha release.
A work in progress : http://www.moddb.com/mods/moonvalley
- Leo_V117
- Support Team
- Posts: 1640
- Joined: February 16th, 2010, 8:00 pm
- Name: Leo
- IRC Username: Leo_V117
- Location: That one place...
- Contact:
Re: How should I distribute my game?
I'll have a look now to see if it actually works, then I'll let you know.wildflower wrote:@Leo_V117
This would be SO cool to have
I'll look into this with the next alpha release.
--- EDIT
I did take a sneak peek into it, and I came accross something pretty sweet.
Do this to Retain Editmode, AND protect it.
Place this at the bottom of "data/rpg/menus.cfg":
Code: Select all
// Editmode
edit_protect = 0 // This means that editmode protection is OFF; however, you can override this with your gamefile.
edit_protect_on = [
if (= $edit_protect 1) [
echo "Editmode protection is already enabled.";
echo "Disable it with 'edit_protect_off'.";
] [
edit_protect = 1;
echo "Editmode protection is now enabled.";
echo "Disable it with 'edit_protect_off'.";
]
]
edit_protect_off = [
if (= $edit_protect 1) [
edit_protect = 0;
echo "Editmode protection is now disabled.";
echo "Enable it with 'edit_protect_on'";
sv_editmode;
] [
echo "Editmode protection is already disabled.";
echo "Enable it with 'edit_protect_on'";
]
]
sv_editmode = [
if (= $edit_protect 1) [
echo "^f3Unable to enter editmode as this requires a specific modifier."; // change this if you want.
] [
edittoggle
]
]
Code: Select all
bind F1 sv_editmode
Code: Select all
// Execute general configuration
edit_protect = 0 // OFF, edit_protect 1 is ON
Code: Select all
bind F1 edittoggle
Code: Select all
bind F1 sv_editmode
Hope this is helpful.
- Leo
Game Projects
Sandbox Tools
- wildflower
- Member
- Posts: 76
- Joined: August 11th, 2011, 5:10 am
- Name: Sandie
Re: How should I distribute my game?
@Leo_V117
Nice one, thank you
Nice one, thank you
A work in progress : http://www.moddb.com/mods/moonvalley