On Thu, 2006-09-21 at 08:16 -0700, Bob Ippolito wrote: > On 9/21/06, Chris Ashurst <[EMAIL PROTECTED]> wrote: > > Regarding that... If I develop on a windows box, is there any way for me to > > build a OSX application bundle on my machine? I kind of figure I could > > possibly use Cygwin to make use of Freeze, but I also worry about > > distributing a binary for *nix systems that may use a different endian > > system or blah blah blah. > > No... and no. That possibly explains a lot of the issues I've been having. I've managed to get py2app, a plist implementation and otehr stuff installed but my linux system wasn't having any of it trying to generate the application bundle.
I'll try cx_freeze and see if I can get a linux build,a lthought he linux one is the least of my worries, most linux people can understand the console. I can try the py2exe on my windows machine sometime. James Paige said > """ > setup.py for robohunt, run with: > % python setup.py py2app > For the list of available commands, see: > % python setup.py py2app --help > """ > from distutils.core import setup > import py2app > > setup( > name = "robohunt", > app = ['run.py'], > data_files = [('', > ['./images', > './sound'], > )] > ) I've used a recipe similar to this for my first attempt at a standard bdist_dumb build, but the tar.gz file it generates contains the path ./usr/lib/python2.4/site-packages/ that's fine if I wanted the users to develop an application against my game, but I'd really rather it didn't install my sourcecode on the target machine, but only shipped compiled pyc/pyo objects and a main script, which all unpacked to say ./GameName instead I'll play with py2exe some more tomorrow and see if I can get it working under that, it's a good start. I can always steal time on my artists Mac to use py2app and do the Linux one by hand if necessary. Cheers Micahel Brunton-Spall MIB Games