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Question about integrating plugins into a platform executable

A topic by jkasmirski created 38 days ago Views: 34 Replies: 1
Viewing posts 1 to 2

Hi [Synrec / Team],

I hope you’re doing well. My name is [Your Name], and I’ve been using one of your plugins for RPG Maker (or “I recently purchased/started using your tools/plugins,” depending on your case). I have a question, and since I’m not very familiar with this kind of setup, I’d really appreciate your guidance.

I’d like to distribute my game as a platform executable (for example, Windows or another platform) with your plugins already included — so that the end user doesn’t need to manually install or configure anything.

From what I’ve read in your terms, it seems that the plugin can (or should) be included within a compiled platform executable such as .exe (Windows) or .apk (Android).

My questions are:

  1. What is the recommended way to embed or include your plugins inside a platform executable during the build/export process?

  2. Do you have any suggestions or preferred tools/workflows that make this easier (for example, a bundler, packager, or a specific RPG Maker/export configuration)?

  3. Are there any special considerations to ensure the plugins work correctly after compilation (like path adjustments, dynamic loading, initialization, etc.)?

  4. If you have any example projects or documentation that explain this process step-by-step for beginners, that would be really helpful.

If needed, I can share which specific plugin I’m using (version, engine, and target platform) so your advice can be more precise.

Developer

Hello, just export in a way that doesn't directly expose game resources.


You can check synrec.itch.io main page for more info