@jay2dx said:
Cool, congrats, so what's next now, do you have to wait for .exe? How you going to deliver this on steam. Good luck dude
When they gave us true HTML5 exporting I did a test wrapping it as an exe using Node. It worked perfectly. So, that is my option right now. I'm hoping once 1.25 is out the door they will release a proper standalone .exe. They were close last fall.
made some progress this week. got NW.JS working with a full build of my game. Having some sound issues, but I vaguely remember having issues last fall so I gotta refigure that out.
I've also been working on my steam store... which is by far the most complicated store to get into I've experienced. Today I'm working on creating the trading cards, profile images, 5 levels of badges, etc... lots of artwork.
I figure I'll just keep posting here with any findings about this process.
I figured out the sound issues. I had to use NW.JS version 0.12.0 to get it to build. Using the latest version was erroring out looking for ffmpegsumo.dll. (https://github.com/nwjs/nw-builder/issues/252)
Just thinking out loud here. If your game goes into fullscreen mode you can't get out of it, and GS doesn't have a quit button option as far as I can remember. Right now I just have it go into a window.
@jonmulcahy said:
Just thinking out loud here. If your game goes into fullscreen mode you can't get out of it, and GS doesn't have a quit button option as far as I can remember. Right now I just have it go into a window.
I noticed 1.25 has a "quit game" behavior. It says it's Android only, so i doubt it will work with HTML5. But it would be a good feature to add in GS for PC games.
@jonmulcahy said:
Just thinking out loud here. If your game goes into fullscreen mode you can't get out of it, and GS doesn't have a quit button option as far as I can remember. Right now I just have it go into a window.
I noticed 1.25 has a "quit game" behavior. It says it's Android only, so i doubt it will work with HTML5. But it would be a good feature to add in GS for PC games.
yes it would. I should give it a shot and see what it does.
in other news, I was able to capture scene changes in the game and output them to a log, which means I can easily integrate the steamworks API using greenworks and actually have some basic achievements based on completing levels and whatnot. In the example below I'm just logging to the console every time a scene changes.
been busy with this in between laying a new floor in the basement. I've managed to get a working .exe as you have seen above, but I was not successful in getting greenworks implemented, which from what I can see is not required, but I would really like to have it.
I spent a significant amount of time working on the Steam requirements. They want a lot. 5 Emoticons (big and small), 5 Profile Backgrounds, 5+ Trading Cards (big and small), 6 Badges, icons, header images, capsule images, store images... I have 41 different pieces of artwork. Almost done on that front.
On the .exe front, I found a few different alternatives that are built on top of nw.js, and I'm testing out Web2Executable. It allows you to use a single html source and will output Win / MacOS X and Linux builds. I don't know if it will have the same audio issues as above, hopefully it uses a newer version of nw.js so it doesn't.
Failed to load extension from: /private/var/folders/gp/gf3_g86n2jz7d591yqfy_7d40000gn/T/.io.nwjs.nw.9c6ZCR. Invalid value for 'app.urls[0]': Missing scheme separator.
i fixed the error message, it was simple. It looks like it may be a bug , but it was an easy fix. I had an entry in my package.json file for node-remote, which may or may not be needed for the network/send and receive to work cross domain. I didn't have an http:// in the address. Put it in and it loaded right up.... not no sound
ok, I tracked down the audio issues and Web2Executable seems pretty awesome so far
Audio issues have to do with the HTML5 generation. During publishing .ogg and .m4a versions of all your audio files are generated (which is bad for storage but not much else), but the assets.js file in your game folder has references to both files for each sound entry.
M4A audio files require a copy of ffmpegsumo.dll, which isn't really legal to distribute outside of it's source code.
To get this to work, I took the generated HTML5 project and removed the .m4a references. For the original m4a music files, I switched those to .ogg and make sure the file sizes matched. I then rebuilt using Web2Executable and sounds fired up right on que.
I submitted 2 bugs for it, so hopefully once it is fixed you don't have to worry about any of this.
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Fantastic @jonmulcahy ! Our pioneer! Good luck with it.
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Fantastic work !!! Deserved too !
Well done. So glad the hard work is starting to pay off!
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Awesome news, man - congrats!
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Cool, congrats, so what's next now, do you have to wait for .exe? How you going to deliver this on steam. Good luck dude
Nice! Congrats!
thanks!
When they gave us true HTML5 exporting I did a test wrapping it as an exe using Node. It worked perfectly. So, that is my option right now. I'm hoping once 1.25 is out the door they will release a proper standalone .exe. They were close last fall.
thanks!
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awesome, congrats!
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Grats! I just got my game working in the crosswalk wrapper about a week or two ago from the html5 export, which gives me hope for a PC release too.
It's great that you also managed to overcome the "mobile app" stigma that plagues some games on greenlight.
That's awesome is there a tutorial on how to use node and GS anywhere?
Custom collisions don't work in html right?
Love it when we break new ground. Congrats @jonmulcahy
awesome, congrats!
I also want to know tutorial on how to use node and GS.
congrats again!!
I have not personally tested, but I know it was something they put in 1.25, along with a few other of the newer feature
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thanks!
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
thanks!
I'll put something together when i have a moment. I have to relearn it, been since october since I worked with it
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That would be great
made some progress this week. got NW.JS working with a full build of my game. Having some sound issues, but I vaguely remember having issues last fall so I gotta refigure that out.
I've also been working on my steam store... which is by far the most complicated store to get into I've experienced. Today I'm working on creating the trading cards, profile images, 5 levels of badges, etc... lots of artwork.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
also on today's docket, see if I can use Greenworks and the information in this article to do anything worthwhile.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
I figure I'll just keep posting here with any findings about this process.
I figured out the sound issues. I had to use NW.JS version 0.12.0 to get it to build. Using the latest version was erroring out looking for ffmpegsumo.dll. (https://github.com/nwjs/nw-builder/issues/252)
The problem with 0.12.0 is that it only supports wav files out of the box. you need to download a compatible version of ffmpegsumo.dll (coincindence?), which I found here:
http://stackoverflow.com/questions/29590898/where-to-find-ffmpegsumo-libraries-for-nw-js-0-12-0-play-audio-files-in-nodewe
After dropping that into the build directory, sound started working normally.
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Just thinking out loud here. If your game goes into fullscreen mode you can't get out of it, and GS doesn't have a quit button option as far as I can remember. Right now I just have it go into a window.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
I noticed 1.25 has a "quit game" behavior. It says it's Android only, so i doubt it will work with HTML5. But it would be a good feature to add in GS for PC games.
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yes it would. I should give it a shot and see what it does.
in other news, I was able to capture scene changes in the game and output them to a log, which means I can easily integrate the steamworks API using greenworks and actually have some basic achievements based on completing levels and whatnot. In the example below I'm just logging to the console every time a scene changes.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
I've been wondering how you will intergrate steam api! Look like your making good progress, I'm haulted until collisions work in html5
Should be working in 1.25 I think
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Great news!
been busy with this in between laying a new floor in the basement. I've managed to get a working .exe as you have seen above, but I was not successful in getting greenworks implemented, which from what I can see is not required, but I would really like to have it.
I spent a significant amount of time working on the Steam requirements. They want a lot. 5 Emoticons (big and small), 5 Profile Backgrounds, 5+ Trading Cards (big and small), 6 Badges, icons, header images, capsule images, store images... I have 41 different pieces of artwork. Almost done on that front.
On the .exe front, I found a few different alternatives that are built on top of nw.js, and I'm testing out Web2Executable. It allows you to use a single html source and will output Win / MacOS X and Linux builds. I don't know if it will have the same audio issues as above, hopefully it uses a newer version of nw.js so it doesn't.
https://github.com/jyapayne/Web2Executable
ooh, my first test just finished...
OS X and Windows builds failed with this error
Failed to load extension from: /private/var/folders/gp/gf3_g86n2jz7d591yqfy_7d40000gn/T/.io.nwjs.nw.9c6ZCR. Invalid value for 'app.urls[0]': Missing scheme separator.
time for some more research!
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
i fixed the error message, it was simple. It looks like it may be a bug , but it was an easy fix. I had an entry in my package.json file for node-remote, which may or may not be needed for the network/send and receive to work cross domain. I didn't have an http:// in the address. Put it in and it loaded right up.... not no sound
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
ok, I tracked down the audio issues and Web2Executable seems pretty awesome so far
Audio issues have to do with the HTML5 generation. During publishing .ogg and .m4a versions of all your audio files are generated (which is bad for storage but not much else), but the assets.js file in your game folder has references to both files for each sound entry.
M4A audio files require a copy of ffmpegsumo.dll, which isn't really legal to distribute outside of it's source code.
To get this to work, I took the generated HTML5 project and removed the .m4a references. For the original m4a music files, I switched those to .ogg and make sure the file sizes matched. I then rebuilt using Web2Executable and sounds fired up right on que.
I submitted 2 bugs for it, so hopefully once it is fixed you don't have to worry about any of this.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left