Does Scirra create 2 official Node-webkit tools?

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Post » Tue Feb 05, 2013 6:37 am

Does Scirra create 2 modules (plugin and exporter settings) about node-webkit features like AJAX to file:// path to resource loading, node.js basic API, window properties, etc.?


Just saying.Joannesalfa2013-02-05 06:38:12
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Post » Tue Feb 05, 2013 2:54 pm

I'm not clear exactly what you're asking - we don't develop node-webkit or any plugins for it ourselves, if that's what you mean.
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Post » Tue Feb 05, 2013 3:51 pm

Then how will we be able to fully utilize these exporters? Like, right now you can only play a node webkit game at native resolution or fullscreen - how will we be able to change the window size at will? Can't expect them to go out of their way to write plugins just for C2.
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Post » Tue Feb 05, 2013 6:14 pm

I'm pretty sure some third party plugin developers have been working on this, but I do agree that it would be wise for Scirra to invest some time on a node-webkit object so that everything works perfectly with the engine.
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Post » Wed Feb 06, 2013 12:03 am

So not only are we relying on 3rd parties for exporters, we're relying on other 3rd parties to write the plugins ensuring we can actually use said exporters? Lovely.Tokinsom2013-02-06 00:29:17
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Post » Wed Feb 06, 2013 12:19 am

JohnnySheffield made four plugins to do at least some of the stuff node webkit can do, I'm not sure if anything was left out.

Node-Webkit - JohnnySheffield
Node-Webkit Node.js OS module - JohnnySheffield
Node-Webkit Node.js PATH module
- JohnnySheffield
Node-Webkit Node.js FS module
- JohnnySheffieldArima2013-02-06 00:23:01
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Post » Wed Feb 06, 2013 12:30 am

That's awesome and I appreciate the work he has done but it seems if he didn't take it upon himself to write these we'd never see them. Plus, with all the bad experiences I've had with unstable & unreliable 3rd party plugins, it'd be great to see Scirra do at least the exporter ones themselves. "Hastily written" & "I do not use these for my own projects anymore" are not very assuring.Tokinsom2013-02-06 01:48:30
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Post » Wed Feb 06, 2013 12:40 am

Yes, These plugins what im talking about, according @Ashley would cannabalize node-webkit that @JohnnySheffield did.


I tought it would have official node-webkit plugin and exporter settings from package.JSON (You can't edit json after of exporting node-webkit)

Is true Scirra won't develop official platform plugin for node-webkit exporter?Joannesalfa2013-02-06 00:40:49
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Post » Wed Feb 06, 2013 1:01 am

node-webkit are kind of new for C2, they appeared in r115 beta, so they are still experimental and in test phase.

So maybe You could give @Ashley a chance to fully implement that first.


@Joannesalfa Ashley misunderstood your question I'm afraid.

[QUOTE=Ashley] ...we don't develop node-webkit or any plugins for it ourselves, if that's what you mean.[/QUOTE]

He said that (as a Scirra) don't developed node-webkit or any plugins for it.
Not actual plugins for C2 :)



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Post » Wed Feb 06, 2013 1:24 pm

Yes, the main reason there aren't more node-webkit specific features is just time. They're still pretty new and I'll probably be expanding it through future releases.

Another point is that every platform-specific plugin makes it harder to port your project. Ideally a project designed for node-webkit would just export to the web or another platform like Windows 8 without losing too much functionality, or throwing errors on startup due to missing files on disk or whatever you relied on. So I'd want to very carefully design any node-webkit specific features and try very hard to integrate them with what can already be done in a browser.

For example, take file I/O. Chrome supports an experimental filesystem API and most modern desktop browsers support IndexedDB, both of which are suitable for storing large amounts of data in a filesystem-like arrangement. If we just quickly bolt on some file I/O functions to node-webkit via a platform-specific plugin, it's likely any games you design using it will be broken when ported to other platforms. However, if we very carefully design a file storage plugin that uses different storage backends (filesystem on Chrome, IndexedDB on Firefox/IE10, disk on node-webkit) then your game should still work in web browsers even though it uses local files. That's far more valuable than a single platform-specific hack - but it's also a lot more time consuming to design. The same goes for most other features you'd want from node-webkit.Ashley2013-02-06 13:25:22
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