Any caveats to be aware of when publishing with UPBGE 1.8/1.9…I’m aware that I need the players for each platform, but I am going to try to release a demo this weekend and last time I tried to publish I remember having errors…I’m still working out some bugs but thought I might ask before I hit that point…
works just the same, the only caviot is upbge can also open blender player blocks using the game actuator.
well I just attempted a build and it is missing files or something…I need to look into it…some python scripts or something…should be trivial, but something like this should probably also just kinda work…not the typical missing textures or anything…
I’ll have to look into it…(linux)
looks like I need to go digging around in some of my python folders…
EDIT: ok, I got rid of the errors…easy enough…but the game immediately crashes upon window open…I need to do some further investigation…it runs fine in blender window and stand alone player, but after publish I only get a glimpse of the window and no errors…I may need to just take everything to a win machine and see if I get the same results.
put the scripts inside a lib folder and and can then link that way
or paste them into the editor before distribution
and link at them that way.
you have to understand how blender packs data.
(in normal bge a upbge)
The scripts folder was named lib64 and not lib…simple error.
Nope…been fighting this all day…and I must be missing some libraries or something…it simply does not work on my system…
Looks like I will be releasing my game as a file to be launched from UPBGE…from there I guess people can do what they wish 
are you sure everything is packed correctly for standalone?
if the game won’t play in standalone mode but will play in the viewport some data must be on the PC your calling.
for my last project it was fonts.
font module blf is a little buggy.
nope, not it…it does not even work in a scene with no external assets, like I said…a simple spinning cube also does not work…
there is some other odditites…the python lib folder in UPBGE 1.9 is ‘lib64’, not simply ‘lib’
I’m also starting to wonder if there is something wrong with how python is packaged with UPBGE altogether…or if maybe MY sytem python is not properly updated…in any case…I cannot provide builds until I get beyond this barrier…I will just zip the required files until I figure it out…
If it comes down to me only releasing it for windows…I just wont release it…screw you windows users 
but seriously…I wont
my main drive for this project has been largely creating a 3D rpg for linux and my son first…other builds were always second fiddle…no worries, as I said…the files will be available.
You need to keep all the files (including dll’s if you’re exporting for windows)
On linux, I found it wasn’t linking some files correctly and had to run ldd and put some additional .so files in with the runtime.
Also, if you are using any python libraries (eg PIL) you may have to pack those manually as well.
I recently released ToTheSurface onto windows with UPBGE 2.3, and at least three random internet users were able to play it.
I agree, this should just work. Like it works in in Unity. I think it worked better in 2.49. Meh, maybe not . . . Still, you should be able to package a game without all the BS.
At least 3 random internet users were able to play it 
TBH I’m not sure what files I would need to throw in there…
now for the python lib’s I assumed they were just included…but If am am importing things like get attribute or something do I need to add those myself?..I’m really total noob when it comes to publishing…clearly.
i just exported a simple 0.1.9 exe and it worked. windows 7 64bit.
ill post it if you want.
are you on windows? I have not tried using a win machine…
I am having trouble on linux…
If I publish the same file(myrlea) in BGE it works, however it does not work for UPBGE and I have not updated my BGE build in about a month…I really would rather just keep on with UPBGE then move back to BGE…I will try a win machine this week…see if that goes any better.
or if anyone is publishing on linux, could they talk me through it step by step maybe?..it’s a lot to ask…so I get it, if no one wants to do it.
So that export I mentioned was using Windows. As I mentioned, last time I did a linux export it had some issues. Run:
ldd exported_exectutable
and see if it’s missing any linked libs. I can’t find the BA thread where I documented the fix…
What I often do is create a ‘launcher’ blend that uses the startgame actuator to start the main blend. I then export this blend once for each operating system. Then you can update your game files without needing to re-export.
There are some other tricks you could use such as:
- A shell script that invokes blenderplayer with your blendfile
- A shell script that invokes main blender/UPBGE and induces it to start the game fullscreen.
All of the projects at work use the second method (using main blender/upbge) so we never have to export anything or worry about potential differences between blenderplayer and blender.
That was my intent with the simple scene…a simple one button launcher…and I could not get that to run either(the published version that is)…I will port everything to a win machine later and see if I get anywhere with it.
Thanks for all of your time guys…
My builds for linux and windows appear to be working fine. Only issues were setting the paths correctly before exporting and the linux build misses the lib64 dir, which you’ve noticed. A few hundred people playing my builds…
How did you fix this? I merely changed the name but it had no affect aside from getting rid of the error.
I left lib, and just added lib64 from upbge’s files. I hope that fixes your issue, otherwise 
No, but I am able to build on my wife and sons’ machines…I did a win build and tested it…so far it is fine…I am building linux now and it is probably done I just need to test it and go from there.