Uploading a module
From Tales of Maj'Eyal
Revision as of 03:21, 16 September 2013 by Castler (Talk | contribs) (Created page with "Once your module is complete, you'll want to upload it to http://te4.org/games so that others can play it. To do so: <ol> <li>Request upload permission from http://te4.org/c...")
Once your module is complete, you'll want to upload it to http://te4.org/games so that others can play it. To do so:
- Request upload permission from http://te4.org/contact, if you haven't already done so.
- Go to http://te4.org and click the "Create a module" link. Fill out the form there; most of the information here can come straight out of your init.lua.
- Zip your module up into a
.team
file. A.team
file is simply a zip file, renamed to have a.team
extension. The.team
file's layout is slightly different than the normal module directory structure; thedata
subdirectory remains unchanged, while everything else is placed in amod
subdirectory. (You'll probably also want to exclude any development documentation, .gitignore files, scripts, etc.) - Get the MD5 checksum for your module. To do so, start ToME, load your newly zipped module, then exit. Check
te4_log.txt
for a line similar to the following:[MODULE LOADER] module MD5 1234567890abcdef1234567890abcdef
In this example, "1234567890abcdef1234567890abcdef" is the checksum. - Go to http://te4.org and click the "Upload a module" link. Under "File:", select your
.team
file and click Upload. Fill out the rest of the page and click Save. - Go to http://te4.org/games and bask in the pleasure of seeing it listed alongside the other T-Engine4 games. Dream about it becoming the next smash hit.