I just realized that the inability to edit scripts in a standalone blows the entire marketing strategy of the project I'm working on.
This program is going to have several plug ins, or additions to it, over a long period of time. Additions that will be sold separately from the program. Rather than make someone download a brand new program every time he wants to add a module, I had planned to set these additions up as updates, that would patch into the program and make whatever changes were needed, add images, sounds, and change the scripts etc. If anyone has ever played Realmz, you download the engine, and the modules run off the same engine. This would be similar, except the modules would actually update the engine. That way, if 5 modules use Image AAA, and it's not in the main engine as it wasn't conceived of until that particular module was created, the module embeds Image AAA into the engine, and all modules thereafter can use that image easily. (No I will NOT put images and sounds into a separate folder for the world to steal. They will be embedded.) As the MAIN CODE of the engine will be affected by each module, the intention was to update it to include the modules as they came into being. And the modules themselves would do the updating. Each script would be versioned. And the latest script would overwrite the older script. To expect someone to download the entire program every time you release a module they want, is bad programming. That's not how it's done. Any decent program has the ability to be patched. Especially for bug fixes and so forth. To avoid making your users download the entire thing. Apparently patching is not an option, unless as Scott mentioned you are making such an amount of money that you can buy some second, special license in addition to the first license. Does anyone have any specific ideas on how to deal with this? It's a MAJOR issue for this project. I was relying on the ability to update the program using the modules. This was a long term marketing strategy. Note that the modules will be using the same code as the engine, but that the engine code will need to accomodate the modules. There's no way to program this in advance, without the modules all being created before the engine is ever released. Updating would actually have added a series of if-thens to the main code. Where a piece of code might now have 3 if-thens, each module may, or may not, add an if to that piece of code. The modules affect the menubar as well. As there is a menu to turn the modules on/off, or load them, as the case may be. As each module will affect a different piece of code, there's no way of knowing in advance what code will be affected, until the module is created. This is a major setback. I am not a happy camper! :-( -- --Shareware Games for the Mac-- http://www.gypsyware.com _______________________________________________ metacard mailing list [EMAIL PROTECTED] http://lists.runrev.com/mailman/listinfo/metacard