2.2 KiB
Build tools — BLOCKLINE — Relay District
Produces standalone, distributable builds from the Godot 4.5 project:
- Windows —
dist/windows/BLOCKLINE.exe(x86_64) - macOS —
dist/macos/BLOCKLINE.zip(universal: Intel and Apple Silicon in one binary)
Both are exported on your Windows PC using the Godot editor already bundled in
tools/godot/. You do not need a Mac to produce the macOS build — Godot
cross-exports a universal .app.
Quick start
Double-click Build-Game.cmd in the project root, or from a terminal:
powershell -ExecutionPolicy Bypass -File build-tools\Build-Game.ps1
First run downloads the 4.5-stable export templates (~700 MB) into
%APPDATA%\Godot\export_templates\4.5.stable\ automatically. After that it's
cached and builds take seconds.
Options
build-tools\Build-Game.ps1 -Target win # Windows only
build-tools\Build-Game.ps1 -Target mac # macOS only
build-tools\Build-Game.ps1 -DebugBuild # debug build (console + verbose)
What ships to players
- Windows: the whole
dist\windows\folder (the.exeneeds the.pckand any DLLs sitting next to it). Zip that folder. - macOS:
dist\macos\BLOCKLINE.zip. It containsBLOCKLINE.app.
macOS code signing
The build is unsigned (no Apple Developer account assumed). On a Mac, the first launch is blocked by Gatekeeper. Players work around it once with either:
- Right-click the app → Open → Open, or
xattr -dr com.apple.quarantine BLOCKLINE.app
To remove that friction you'd need an Apple Developer ID and signing +
notarization (requires a Mac or a macOS CI runner). If you want that set up
later, the hooks are in export_presets.cfg under the [preset.1.options]
codesign/ and notarization/ keys.
Files
| File | Purpose |
|---|---|
../export_presets.cfg |
Godot export presets (Windows + macOS). Lives in the project root — Godot requires it there. |
Build-Game.ps1 |
The build script: template fetch + headless export of both targets. |
../Build-Game.cmd |
Double-click wrapper in the project root. |
Generated output (dist/) and the downloaded templates are already covered by
.gitignore.