On building a windows distributable...

During development it became convenient to distribute a windows build for the purposes of discussion and testing, but the transparency of the build is somewhat iffy; I'm not particularly okay with all our assets and audio being openly accessible to end us…

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On building a windows distributable...

Sunjammer

Sunjammer
Total Posts: 3
Joined: November 18, 2011

During development it became convenient to distribute a windows build for the purposes of discussion and testing, but the transparency of the build is somewhat iffy; I'm not particularly okay with all our assets and audio being openly accessible to end users. For our textures we're already bundling our textures and sprite sheet information in proprietary files, but for audio we appear to be boned, unless there is some trick I don't know about...

I also noticed that even though our build is "release", the executable still opens a separate logging window even when there is no logging. How do we avoid this?

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Posted on August 04, 2012 at 8:38 PM

Huge

Huge
Total Posts: 546
Joined: October 07, 2011

Re: On building a windows distributable...

Hi,
The console can be turned on in NME with SHOW_CONSOLE, and off globally with no_console

You may have a SHOW_CONSOLE set from somewhere else, like hxcpp_config.
<set name="SHOW_CONSOLE" value="1" />

You can set the no_console either globally, or with -Dno_console on the command line.

Also, see what happens when you double-click the exe, rather than launch from the command-line.

Finally, you might try removing the generated directory and building again to see if this helps.

Hugh

Posted on August 07, 2012 at 12:02 AM

singmajesty

singmajesty
Total Posts: 2140
Joined: August 25, 2011

Re: On building a windows distributable...

The current repository versions of HXCPP and NME default to no console when targeting Windows, but the trace output comes through instantly.

One of the ideas that has knocked around for time, but has not been implemented, is to automatically merge the bytes of various asset files into one big blob, then to remember their positions and lengths when accessing them later through nme.Assets.

This would not be terribly hard to implement. I'd be happy to give pointers if someone wanted to help with this

Posted on August 07, 2012 at 6:45 PM