JarrydHuntley's Recent Forum Activity

  • JohnnySheffield You totally beat me in writing a walk through for node-webkit then you totally blew me away by writing a plugin! And quickly too!!! Great job!

    As far as my own tests I definitely prefer this to Awesomium. Which isn't bad; just better suited for running inside games rather than running games itself.

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  • I've exported to node-webit. All I did was export to HTML5 then follow the node-webkit documentation from there to get it running. Note this method I not supported and will be missing features unless added by the Scirra team.

    It did run my game white well though. Have fun. :)

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  • ZhaoYun Regarding your audio issue it looks like Ashley will probably need to update the Cocoonjs plugin to add support for the new features.

  • Has anyone been able to verify whether the Ajax plugin works? I'm quite curious!

    Thanks!

  • Does anyone have any ideas on how to create a physics object that tries to stay upright like a weeble wobble? Basically when it is knocked over it will rock back and forth and eventually right itself.

    Thanks!

  • Ashley

    Hello there Sir,

    I didn't want to be much of a bother but I was wondering by chance had you yet seen the latest posts in this topic regarding github.com/rogerwang/node-webkit

    I'm a github frequenter so I'm quite familiar with open source projects/abandonware. After looking into a bit I saw that node-webkit is just under a year old. That's pretty young and tend to wait till projects mature a bit more before jumping on but there are a few things I like better about this than awesomium:

    First: I've had better success on my systems with this than for awesomium. For a year old project I feel it's considerably stable. This of course is subject to it actually working well on all systems.

    Second: It's open source. If for some reason the project dies there is still a working codebase that can be adapted/update. I understand if this situation arose it would be a lot of additional overhead but I personally always take it as a pro with my projects. Mostly ;) .

    Third: This should have been first as it's the point I find most important. It seems the node-webkit team updates from the Chromium upstream repos MUCH more frequently then the awesomium team. I feel if you continue with awesomium you will be constantly fighting bugs that you had previously solved because they are much slower to update Chromium.

    Lastly: they already have Mac/Linux support. Which is a huge plus for me.

    Ashley, if you guys don't support this I can still use it to package and sell a game since I have personal license, correct? I understand it would be unsupported if any integration issues arose though.

    Thank you and keep up the great work!

    P.S. The node.js integration seems neat too.

  • ....?Hmmm... Impressive. After exporting to HTML5 I was able to run the Ghost Shooter ('Rain demo' version) without any issues! Easy as pie! Fullscreen performance was good and steady at 29FPS. Audio works great also.

    In contrast after exporting I am unable to get Awesomium with the same demo to run[ I understand it is still experimental].

    Since we don't have the scirra.com/labs/sbperf project I'm curious to see the results. :)

  • I would love to see this updated. Or if that doesn't happen I can always use the bjadams method. ;-)

  • 404 on the capx? :(

    I would also recommend putting this up on the tutorials page, since it's a fist and works well.

    Thanks!

  • You can't win. :( Fun game anyways. Great art.

  • Ashley Is it basically the same situation for the XML object too? Thanks!

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JarrydHuntley

Member since 29 Feb, 2012

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