1 decade ago
by meapp
Anyone made a plugin, tool to export a impactJs project PC, Mac, Linux.
https://github.com/rogerwang/node-webkit
I think it would be great if it would get supported...
1 decade ago
by lTyl
node-webkit works as is. Read my instructions on this page:
Link
Or basically, do this:
1.) Minify your project
2.) Create a package.json file. Read the documentation about this file on Github to use your own custom icon etc:
{
"name": "Titles",
"main": "index.html",
"window": {
"toolbar": true
}
}
3..) Zip the root of your project (Where your media folder and index.html file is)
4.) Rename your .zip to .nw
5.) Run the following command-line (On Windows):
copy /b nw.exe+app.nw Run.exe
6.) A new file is created called Run.exe. When you run it,, your game runs and behaves like a normal desktop application.
7.) To export on the other OSes, do the same thing on Linux and Mac, just use the appropriate node-webkit files.
1 decade ago
by TObe
Hi,
I was trying to create the .exe file of my Impact game with node-webkit, following the lTyl's instructions. The file has been generated but I get the following error when I run it:
Failed to load resource: media/nave.png
And sometimes:
Failed to load resource: media/big_ball.png
The game is running well on localhost
Any ideas?
Hello, I hope you could have solved the problem. I have anothe question in regards to node-webkit:
Can you enforce the use of the accelerated canvas (ie. GPU 2D rendering) in the node-webkit (if the user's card supports it)?
If yes, that would be a nice way to make stand-alone fast performing games.
P.S. I've fiddled a bit with accelerated canvas in Impactjs and Webgl in Pixijs, and performance was, more or less, the same, which is very promising.
Can you use node-webkit to create an app that you can submit to the Mac App Store, or do you need to do some additional setup in XCode?
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