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Should I use an installer or .zip for my game?

Started by May 18, 2015 07:36 PM
17 comments, last by Onigiri Flash 9 years, 7 months ago

Maybe I can consider providing both methods as well: one for those who are more tech savvy, and one for those who prefer a .exe.

Notepad++ does that. It's a pretty pleasant approach.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

I take it we are talking about Windows only? (different platforms have different expectations in this regard).

I'm a fan of zips, so long as the game is fully self-contained in it's folder, and doesn't need to be installed to Program Files, or have a bunch of dependencies installed, etc.

I always create installers on Linux, Mac, and Windows, however, I usually provide an optional zip for Windows and tarballs for Linux and OSX (as I am more of a fan of tarballs). This also depends on what the application is and who the intended consumer is.

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There's an article here about installers:

http://www.gamedev.net/page/resources/_/technical/apis-and-tools/automated-deployment-of-your-game-r4030

I would agree that using an installer is best - most people don't want to zips - but for those who do it's easy provide both on your website for download - many open source software vendors do this. I use Inno Setup (cozzie also mentioned this), and have found it excellent for putting my Java applications into installers. It's free too!

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None. You should use the installer that comes with Steam/HumbleBundle/etc.

The premise is you don't want to manage downloads on your own in the first place :)

(I don't recall a single indie dev in the last year that used direct downloads from their sites)

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

None. You should use the installer that comes with Steam/HumbleBundle/etc.

The premise is you don't want to manage downloads on your own in the first place smile.png

(I don't recall a single indie dev in the last year that used direct downloads from their sites)

Minecraft? :) What you say is absolutely true IF you are on steam. For entry level indie it may not be the case and then providing both installer and zip file should cover the largest audience.

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Oh, braindigitalis also mentioned that link. smile.png Thank you! I also found this video quite helpful. Now I have at least one means of distribution!

None. You should use the installer that comes with Steam/HumbleBundle/etc.

The premise is you don't want to manage downloads on your own in the first place smile.png

(I don't recall a single indie dev in the last year that used direct downloads from their sites)

Minecraft? smile.png What you say is absolutely true IF you are on steam. For entry level indie it may not be the case and then providing both installer and zip file should cover the largest audience.

I probably qualify as an entry-level indie. happy.png I think I need more time to understand how Steam, Google Play, and other sites work before posting there. I've actually never used either service, although I do know someone who uses Steam [as a gamer]. ohmy.png

None. You should use the installer that comes with Steam/HumbleBundle/etc.

The premise is you don't want to manage downloads on your own in the first place smile.png

(I don't recall a single indie dev in the last year that used direct downloads from their sites)

Minecraft? smile.png What you say is absolutely true IF you are on steam. For entry level indie it may not be the case and then providing both installer and zip file should cover the largest audience.

There is a consensus among indie devs (check TIGs), no one, even those who did it in the past, do direct downloads nowadays.

Also, getting on Steam is not that big of a deal nowadays (plus most use primarily Humble Shop widget anyway).

I think nowadays it's the opposite, only the big ones (Minecraft, PrisonArchitect) use direct downloads.

Anyway, how do you intend to handle direct downloads in the first place? Will you track IP to determine country (obligatory for VAT calculation - note we have new regulations this year :)), make automated PayPal script to sending files, manage support (problem with payments, downloads, etc), dwell into complex accounting (if you outsource it to a shop you don't sell anything and just receive royalties). There is no way you would be able to do it for less than the measly 30% (fees included) that those super convenient shops charge.

People, it's 2015, adjust :)

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube


Anyway, how do you intend to handle direct downloads in the first place? Will you track IP to determine country (obligatory for VAT calculation - note we have new regulations this year ), make automated PayPal script to sending files, manage support (problem with payments, downloads, etc), dwell into complex accounting (if you outsource it to a shop you don't sell anything and just receive royalties). There is no way you would be able to do it for less than the measly 30% (fees included) that those super convenient shops charge.

Oh I may have given the wrong impression initially! happy.png I'm not going to sell this game. I want to distribute it as a free download from my own site. For sales, I would definitely choose one of the services you mentioned before! [It might not be a bad idea to explore that avenue for my free games as well.] I want to make sure that I'm completely comfortable with the game development process prior to making commercial apps.

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