Joannesalfa's Recent Forum Activity

  • I made this thread it matters about my experience working HTML5 for mobile devices, i tried to integrate my game with appMobi using DirectCanvas.

    Well, i must say it's very terrible, unresponsive for touch events and incredibly joke performance it's not recommended for production, i don't understand why it's designed for professional use.

    Also there no sound after all.

    It's just sad for me, besides i decided to use with CocoonJS and it satisfied me a lot, especially 1.2 update, the biggest annoying issue when we can't change it splash screen until we must contact to ludei, i don't know what are the requirements to change splash image to custom splash.

    Thanks for reading.

  • I tried this demo, there an issue when you quit this app, it wont quit, sometimes i do ctrl+del+alt

    Isn't conflict when you add API quit application?

  • I hope it could work with exported NW for mac and linux

  • You blew my mind

  • Joannesalfa

    "is possible to make external data using node-webkit to load resource files?"

    I don't understand, could you explain? But if chromium or node.js can do what you want, in theory node-webkit should make it happen!

    As for the size, i think we cant get it under 48 mb beacuse the nw.exe, .dll's and .pak file are that size. If you add your own .nw file it can only go up! It's an issue, i know.

    But we can't expect for it to be small, it's an .exe with node and chromium included so it must be big. Also size is not an issue beacuse it's an .exe, not a mobile game!

    JohnnySheffield

    Well, what if the complex game is more than 100 mb? it could take a lot of time to startup.

    It would be nice if the dependencies would separate from the EXE like chromium binary and some DLLs, the startup could load external resource files like Awesomium does.

  • Does this use directx? lols, that was so annoying with Construct Classic, had to install directx on every computer for it to work.

    Most AAA games use DirectX, otherwise this download file doesn't include DirectX and i run this game very fine, it looks like it's using OpenGL

  • I compared between Awesomium and node-webkit,

    i must say node-webkit's performance is superior than Awesomium!

  • One more thing, you can edit tutorials from other author.

  • Joannesalfa

    from wiki: "On Windows with some hardware and driver, WebGL won't work until you copy D3DCompiler_43.dll and d3dx9_43.dll to node-webkit's directory, or install DirectX redistributable. For license reasons we cannot ship those DLLs."

    So it actaully works out of the box, but not on all hardware. I haven't look at the licenses to see if we can distribute them freely, but of node-webkit can't ship them so i don't think it's an option.

    JohnnySheffield maybe it could reduce startup time, i'm not sure if it's true.

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  • That's odd, would you share your .capx to investigate?

  • If Awesomium won't update or dies, we may take Node-WebKit, it would be useful if is for multiplayer games.

    JohnnySheffield Is possible to make external data to load resource files?

    I believe EXE shouldn't be more than 35 mb

  • You could distribuite DirectX dependencies (.DLLs) to use WebGL in windows

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Joannesalfa

Member since 8 May, 2011

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