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vnen said:
You have to keep the exported files outside of the project folder. The basic reason is that if the executable finds an engine.cfg file it'll run that as the project. The reason for that is that you can simply skip exporting and provide the source project with a Godot executable on it.<br><br>There might be a couple of reasons for the problem you're having. One of them is that not all files needed by the project are being exported. You can set it to export all files in the export window settings on the Resource tab. Another problem is that you are mismatching case in your paths, so it's lowercase on the filesystem but uppercase in your project (or vice-versa). Windows is not case-sensitive for paths but it is a problem in other platforms and also inside the PCK file.<br><br>Move the launcher.exe and data.pck out of your project and try running it from the command line so you can see the error messages and we can pinpoint better what is the problem.<br><br>You should also try to re-download the templates and/or reinstall them.
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Thanks all for the answers. It is really cool how much help I can get on this forum. :)<br>Thanks for telling me why the export works so.<br><br>I really had the old export templates, so I installed the new ones.<br><br>After that, it was still not OK, for when I started the game, it told me that it couldn't load "level_1.scn" for it couldn't load "level_1_wall_concrete_tex.png" and a few other files like that.<br>I had imported those with Godot 2.0.3 originally. So I imported them again with the current version and it solved the problem, it runs smooth. :)<br><br>Also, I am not likely having problem with case-sensitivity, since my paths contain only lower-case letters.- except for two subdirectories of "res://", which didn't cause the problem (at least it seems so :D).