Difference between revisions of "Creating a standalone release"
From Tales of Maj'Eyal
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* Edit or replace <code>boot/data/gfx/background/</code> files with your own splash screen. | * Edit or replace <code>boot/data/gfx/background/</code> files with your own splash screen. | ||
* Edit <code>boot/init.lua</code> to give it a correct name, change the boot screen's startup background, etc. (This <code>init.lua</code> uses the same format as the one you created in [[Getting Started]].) | * Edit <code>boot/init.lua</code> to give it a correct name, change the boot screen's startup background, etc. (This <code>init.lua</code> uses the same format as the one you created in [[Getting Started]].) | ||
− | * Grab ToME | + | * Grab a copy of ToME. Inside, replace the boot module with yours the tome module with yours. |
{{Module Guides}} | {{Module Guides}} |
Latest revision as of 04:00, 6 January 2014
Creating a standalone release allows people to play your game without having to download ToME, download your module, put it in the right place, etc. It also allows you to customize the boot module (which handles the startup screen and main menu) so that you can come up with something thematically appropriate for your module.
How to create a standalone release and how to create your own boot module:
- Download http://te4.org/dl/dev/boot-example.zip as a base for the main menu.
- Remove the boot module from
game/engines/default/modules/boot*
- Put your new boot module in place.
- Edit or replace
boot/data/gfx/background/
files with your own splash screen. - Edit
boot/init.lua
to give it a correct name, change the boot screen's startup background, etc. (Thisinit.lua
uses the same format as the one you created in Getting Started.) - Grab a copy of ToME. Inside, replace the boot module with yours the tome module with yours.