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@@ -19,7 +19,7 @@ On PC
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Distributing a game project on PC with Godot is rather easy. Just drop
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the godot.exe (or godot) binary together in the same place as the
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-engine.cfg file, zip it and you are done. This can be taken advantage to
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+engine.cfg file, zip it and you are done. This can be taken advantage of to
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make custom installers.
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It sounds simple, but there are probably a few reasons why the developer
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@@ -30,7 +30,7 @@ etc.
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Another reason is that, for distribution, the developer might use a
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specially compiled binary, which is smaller in size, more optimized and
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-does not include tools inside (like the editor, debugger, etc).
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+does not include tools inside (like the editor, debugger, etc.).
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Finally, Godot has a simple but efficient system for creating DLCs as
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extra package files.
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@@ -52,16 +52,16 @@ different devices prefer some data in different formats to run. The main
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example of this is texture compression. All PC hardware uses S3TC (BC)
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compression and that has been standardized for more than a decade, but
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mobile devices use different formats for texture compression, such as
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-PVRCT (iOS) or ETC (Android)
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+PVRCT (iOS) or ETC (Android).
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Export dialog
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-------------
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After many attempts at different export workflows, the current one has
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-worked the best. At the time of this writing, not all platforms are
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-supported yet, but that will change soon.
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+proven to work the best. At the time of this writing, not all platforms are
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+supported yet, but the supported platforms continue to grow.
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-To open the export dialog, just click the "Export" Button:
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+To open the export dialog, just click the "Export" button:
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.. image:: /img/export.png
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@@ -70,23 +70,24 @@ The dialog will open, showing all the supported export platforms:
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.. image:: /img/export_dialog.png
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The default options are often enough to export, so tweaking them is not
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-necessary until it's needed. However, many platforms require additional
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+necessary, but provide extra control. However, many platforms require additional
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tools (SDKs) to be installed to be able to export. Additionally, Godot
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needs exports templates installed to create packages. The export dialog
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will complain when something is missing and will not allow the user to
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-export for that platform until he or she resolves it:
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+export for that platform until they resolve it:
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.. image:: /img/export_error.png
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-At that time, the user is expected to come back to the wiki and follow
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+At that time, the user is expected to come back to the documentation and follow
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instructions on how to properly set up that platform.
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Export templates
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~~~~~~~~~~~~~~~~
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Apart from setting up the platform, the export templates must be
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-installed to be able to export projects. They can be downloaded as a
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-.tpz (a renamed .zip) file from the wiki.
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+installed to be able to export projects. They can be obtained as a
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+.tpz (a renamed .zip) file from the `download page of the website
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+<https://www.godotengine.org/download>`_.
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Once downloaded, they can be installed using the "Install Export
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Templates" option in the editor:
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@@ -108,12 +109,12 @@ creates the package. There are 3 different modes for exporting:
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- **Export every single file** - This mode exports every single file in
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the project. This is good to test if something is being forgotten,
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but developers often have a lot of unrelated stuff around in the dev
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- dir, which makes it a bad idea.
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+ directory, which makes it a bad idea.
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- **Export only resources** - Only resources are exported. For most
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projects, this is enough. However many developers like to use custom
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datafiles in their games. To compensate for this, filters can be
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- added for extra extensions (like, *.txt,*.csv, etc).
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+ added for extra extensions (like, *.txt,*.csv, etc.).
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- **Export only selected resources** - Only select resources from a
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list are exported. This is probably overkill for most projects, but
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