MAKING PATCHABLE GAMES
A way to make updating your games easier
- udivision
- 04/26/2010 09:50 PM
- 3955 views
What you need:
Patch Maker (Freeware from ClickTeam)
An EXE virtualizer (Like MoleBox) (OPTIONAL)
Pros of this Method:
-Future updates to your game will be a lot smaller after initial download
-Small patches to games make the beta testing process easier
-People more willing to download a 5mb patch than a 150mb game again
-Your project files (Maps, database, etc) are protected (If virtualizer used)
Cons:
-All your resources are up for grabs.
Directions:
For those of you who don't want to use an exe virtualizer, it's simple. Copy your game project. That copy will be your "base" version. From henceforth, never make changes to that project. Also, put that version up for download as version 1.0 (assuming it's ready for release... but it doesn't really have to be). Continue working on your game in the main version, adding fixes when/where needed. Now simply use the Patch Maker program from ClickTeam and follow it's instructions. This will produce a small file (assuming you didn't add a ton of new resources in the newest version) and you can upload that to be downloaded. You're done.
Now, for those of you who use a program like MoleBox, only Molebox your maps and other data files. Leave your resources out of it. Whenever you want to create a new version of your game, MoleBox your data files into a new exe. Than move all of your data files into a different, random folder. (This should also be done to your base project, but of course it'll only have to be done once.) Than use Patch Maker. Your folders should look like this.
Base:
-Resource Folders (Backdrop, Battle....)
-MyGame.exe
Ne Version:
-Resource Folders (Backdrop, Battle....)
-MyGame.exe
There should be NO MAP FILES OR ANYTHING LIKE THAT IN EITHER ONE. The beauty of this is that the exe will contain all the data and still be able to read the resources. Usually when you release a game, the only things you change afterwards are data files. That means your patches will be at least 2MB in size because of the changed data files in the EXE. (Adding new resources will add to the size of this of course)
Patch Maker (Freeware from ClickTeam)
An EXE virtualizer (Like MoleBox) (OPTIONAL)
Pros of this Method:
-Future updates to your game will be a lot smaller after initial download
-Small patches to games make the beta testing process easier
-People more willing to download a 5mb patch than a 150mb game again
-Your project files (Maps, database, etc) are protected (If virtualizer used)
Cons:
-All your resources are up for grabs.
Directions:
For those of you who don't want to use an exe virtualizer, it's simple. Copy your game project. That copy will be your "base" version. From henceforth, never make changes to that project. Also, put that version up for download as version 1.0 (assuming it's ready for release... but it doesn't really have to be). Continue working on your game in the main version, adding fixes when/where needed. Now simply use the Patch Maker program from ClickTeam and follow it's instructions. This will produce a small file (assuming you didn't add a ton of new resources in the newest version) and you can upload that to be downloaded. You're done.
Now, for those of you who use a program like MoleBox, only Molebox your maps and other data files. Leave your resources out of it. Whenever you want to create a new version of your game, MoleBox your data files into a new exe. Than move all of your data files into a different, random folder. (This should also be done to your base project, but of course it'll only have to be done once.) Than use Patch Maker. Your folders should look like this.
Base:
-Resource Folders (Backdrop, Battle....)
-MyGame.exe
Ne Version:
-Resource Folders (Backdrop, Battle....)
-MyGame.exe
There should be NO MAP FILES OR ANYTHING LIKE THAT IN EITHER ONE. The beauty of this is that the exe will contain all the data and still be able to read the resources. Usually when you release a game, the only things you change afterwards are data files. That means your patches will be at least 2MB in size because of the changed data files in the EXE. (Adding new resources will add to the size of this of course)
Posts
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I probably could have used this back when my game was v1.0. Now it's v1.5 and each time it was a 30mb download.
It's never too late to start really.
I started with version 1.5 myself.
But TBH, a 30 mb download isn't too bad anyway. Seven Sages was 170 mb each time :(
I started with version 1.5 myself.
But TBH, a 30 mb download isn't too bad anyway. Seven Sages was 170 mb each time :(
I'm not exactly sure what you're saying...
This was designed with RPG Maker 2003 in mind, but I'm sure it'd work game makers that have the data files separate from the resources.
This was designed with RPG Maker 2003 in mind, but I'm sure it'd work game makers that have the data files separate from the resources.
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