Right, the tool does not provide plugins for runtime-calculation of normal maps, it just provides the maps as images, which can then be used in game engines.
Doing plugins for game engines separately would require me to rewrite the tool for various different engines, in multiple programming languages, which would of course be cool, but this exceeds the scope of the project by far ($2,2k funding goal and estimated delivery date by April 2015).
Another reason making runtime-generation of normal maps in the quality of Sprite DLight very unlikely is that the shape volume effect is pretty performance-heavy.
This effect is one of the major things that separate the generated maps from the output of other tools, like CB (you saw the difference in the animations), and dropping that for better performance would make the whole thing kind of pointless.