Sound a little bit scary? To a degree, it does sound it. ![]() When it comes to Windows, you will need to extract the binary manually and then reference the binary filename. This is applicable for all runtimes except Windows. The file is given a 'link' kind-of index in the final build, so when you 'call' the binary file at runtime, it knows what piece of binary to look for (not in exe – explained below). What Fusion does is, on your final build, it will append this binary data to the end of your executable. You could literally pack any type of file of any size into Binary. You can pack virtually any file into your application on your final build, you can then USE this file as if it was a separate file external to your game. This is where Binary Data comes into play with Fusion. So in theory, your final build should be game.exe and config.ini right? That's correct in theory, but we want to INCLUDE this config.ini INSIDE our game.exe so when we distribute our game, we just have one file to distribute. We have created a configuration file that will ship with the game, however when we compile our final build (exe) we want this file to be included with the game itself. ![]() Let's imagine we are building a simple computer game for all platforms. ![]() Clickteam Fusion enables you to append files to your final application, which in practice means, those files get packed into your final application and can be used as separate files in runtime. However, in Fusion it's not as literal as that. You may ask, what is it? Well, as you may or may not know, data is stored in binary.
0 Comments
Leave a Reply. |