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You're reading from  Buildbox 2.x Game Development

Product typeBook
Published inSep 2016
PublisherPackt
ISBN-139781786460301
Edition1st Edition
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Author (1)
Ty Audronis
Ty Audronis
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Ty Audronis

Ty Audronis has been called a "technology-age renaissance man." Hes a professional drone pilot, post-production specialist in the entertainment and media industries, a highly experienced interactive game developer, and an accomplished digital artist. Hes worked for companies ranging from frog Design to California Academy of Sciences in roles where hes worn many hats. Tys been programming software and games since 1981 (when he was 8 years old) professionally. He majored in Computer Generated Animation and Visual Effects in college (where he won Best Animation for the entire CSU system a Rosebud Award). His music and sound design have been the soundtrack on several major productions; he has also served as a visual effects supervisor on feature films and was the supervising editor and animator for award-winning science visualizations. He has been building drones since the days when sensors and components had to be torn out of cell phones and game controllers. Ty is also a mentor, having taught many interns his skills, and speaks regularly at venues including Interdrone. He also serves on the advisory board for the Society of Aerial Cinematographers and for Genarts (now Boris) Sapphire.
Read more about Ty Audronis

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Chapter 7. Exporting and Compiling for Various Platforms – Ramblin' Rover, Finale

Possibly the biggest point of confusion with making an executable game with Buildbox is the difference between exporting and compiling. In general, when we're talking about exporting from Buildbox, we mean that Buildbox generates the projects needed for the Integrated Development Environment (IDE) for that platform (that is, Eclipse for Android, or xCode for Apple) to compile an executable code (the final program that runs on the platform). There are a few exceptions (Windows EXE and Steam needs compiling), where the final product is created from inside Buildbox.

If your brain just exploded, don't worry... by the end of this chapter, you'll understand exactly what all of this means.

Although Ramblin' Rover is conditionally (please check the EULA section) open source if you own this book; as there is already a Ramblin' Rover game on all of the app stores, you should not attempt to actually upload this game. You...

Optimizing game assets


Remember, we want our game to be as resource-light as possible. Not only does this ensure that it'll run on most devices, but it makes our game run as fast as possible (in the hope to avoid any hiccups due to older devices). In the quest to make our game, it's virtually assured that we have a lot of duplicated graphics, some graphics that are no longer even used, and the same goes for our audio. Let's get started by opening up our game in Buildbox.

Let's also save a new copy of the game once it's opened. I'm always weary of automatic optimization processes (as it's entirely possible to have the software accidentally remove required graphics or audio). So, by saving a backup of the game, we know that we can always go back without painstakingly restoring assets.

Under the Tools menu (at the top of the interface), systematically go down and run every remove process offered:

  • Remove Unused Level Objects
  • Remove Unused Image Objects
  • Remove Unused Sound Objects
  • Remove Unused Scenes...

Signing up for distribution


Before we finalize the settings in our game (the build ID, leaderboard IDs, and store IDs) we need to set up our actual distribution channels. Distribution is probably what most of you bought this book to figure out. It's a murky process, and requires a great deal of patience and tenacity to finish. The sooner we start, the better though... right?

Google Play (Android part 1)

Start by going to the Developer Console (https://play.google.com/apps/publish/signup/). Signing up is an easy process. Just agree to the terms, and pay $25 per year to be a Google Play developer. That's really it! Now, let's set up our app. In the top-right corner of the Developer Console is a button called + Add new application. Just type in the name for our application, and submit it. Then, choose to manage the application (not to upload an APK file). We're not going to actually manage the game (yet) though. On the left side of the screen, click Game Services and again, +Add new application...

Finalizing project settings and exporting


Before we actually click on that magic export button, we're going to need to make a few entries into our Project Settings screen, and set up our purchases. Go ahead and open the Project Settings interface (using the gear icon in the top-right of Buildbox).

Each distribution channel has different fields on the General screen. But first, let's cover the commonalities. Right away, we're going to have to rename Ramblin' Rover to Ramblin Rover (apostrophes are not allowed in game titles for some channels). Secondly, we're going to need to place our icon (drag it from the Misc folder; it's called Icon1024.png). Finally, every distribution channel requires a Bundle ID.

Bundle IDs have a very specific format. It kind of looks like a reverse URL. Always start with com. Then comes your name or company name (we use Audronis), then the game name. So, it looks like com.audronis.rover in the end.

Tip

We cannot stress this enough... no special characters (&, @...

Summary


Well, there we have it! A complete game, adjusted and compiled for distribution channels, and live so that people can download and play it. A lot of work, and a lot of nuances and complexity in this chapter. Hopefully, you now know how various distribution channels work and their commonalities so that you can easily navigate through any new channels that may pop up as well.

In this chapter, we learned all about distribution channels. We dealt with all of the complexity of compiling, preparing, and submitting for the Apple iOS store (iTunes). We also breezed through Google Play, and the slightly more difficult Amazon App Store. We then moved into PC gaming with the Windows store, and even covered Steam. If this chapter took you the longest to get through, don't worry. The entire process of submitting Ramblin' Rover to all of these channels took over three weeks to complete (when the game itself took less time to create).

But consider this... Buildbox has done such a great job of making...

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Published in: Sep 2016Publisher: PacktISBN-13: 9781786460301
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Author (1)

author image
Ty Audronis

Ty Audronis has been called a "technology-age renaissance man." Hes a professional drone pilot, post-production specialist in the entertainment and media industries, a highly experienced interactive game developer, and an accomplished digital artist. Hes worked for companies ranging from frog Design to California Academy of Sciences in roles where hes worn many hats. Tys been programming software and games since 1981 (when he was 8 years old) professionally. He majored in Computer Generated Animation and Visual Effects in college (where he won Best Animation for the entire CSU system a Rosebud Award). His music and sound design have been the soundtrack on several major productions; he has also served as a visual effects supervisor on feature films and was the supervising editor and animator for award-winning science visualizations. He has been building drones since the days when sensors and components had to be torn out of cell phones and game controllers. Ty is also a mentor, having taught many interns his skills, and speaks regularly at venues including Interdrone. He also serves on the advisory board for the Society of Aerial Cinematographers and for Genarts (now Boris) Sapphire.
Read more about Ty Audronis