Game Development Reference
In-Depth Information
deployments
{
auto-derbh
}
With this in place, the Marmalade Deployment Tool will automatically build us a
Derbh archive from the relevant files in the assets section of the MKB file (again,
the assets section will be discussed shortly) and will attach it before our application
code starts executing.
Be wary of using the automatic Derbh facility if you ever deploy files
that need to be modified by your code after installation. You will
not be able to modify a file once it is contained within an archive, so
you would instead need to make a copy of any such files in a new
location the first time your application runs.
Creating different deployment types
It's now time to take a deeper look at how Marmalade handles the deployment
process. If you've been following the sample code, you may be wondering how
we are able to make a deployment package that contains all the necessary resource
files in order to function. Or, if we're creating multiple resource sets, how do we
choose which one to pair with our code when creating the installer package?
We also need a way of including icons and captions that will be used to represent
our application when installed on a device.
All of this magic occurs in the MKB file, and the following sections aim to explain
exactly what you have to do.
Specifying icons, application names, and
other details
The deployments section of the MKB file is where we can set all manner of attributes
that will be applied to the final installation package of our application. There are a
huge number of deployment options that can be specified, some of which are global
to all supported platforms and some that are operating system specific.
 
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