HTML5 Game to EXE

Show us your completed creations made in Construct 2

Post » Thu Mar 01, 2012 8:27 am

Hello,
the HTML5 wrapper I've proposed has a big limit (as Ashley says): it requires that IE9 is installed, with all the conseguences.

0plus1 has said a right thing: I can try to use webkit/gecko/other engine (Firefox / Safari / Chrome, ecc.). In this case there are some things that need a test:
- can the engine be used without the Browser installed?
- can the engine be used directly without to ask the user to install something?
- can the engine be used in any Windows OS version?
- does the engine fully support HTML5 and, particularly, all the Construct 2 games features?

The best thing is to execute a real export of the Construct project to EXE, a kind of compatibility between Construc2 project and Construct classic project, but obviously this isn't my competence...

Thanx for the replies,
Stevenstevenworks2012-03-01 08:50:39
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Post » Thu Mar 01, 2012 1:23 pm

Hello,
I've tried to create a new wrapper using WebKit, following the suggestion of 0plus1. This the EXE:

http://progettistart.it/CatGame_webKit.zip

I've tested the EXE in a PC with a fresh installation of Windows 7, without any installed browser (except IE 8).

Now:
1) the EXE works independently from the installed browser. It uses the dlls of the WebKit engine
2) the game starts quickly respect the IE version of the wrapper
3) the EXE file weight is greater than the IE version, because it contains about 11Mb of engine files

I don't know if it's work in other Windows OS versions and with a more complex Construct 2 games.

Steven
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Post » Thu Mar 01, 2012 1:51 pm

Very very good! Can you share the source code? So that we can start to work on it collaboratively..

If it's not a problem!

EDIT: Did you use this http://webkitdotnet.sourceforge.net/index.php?0plus12012-03-01 13:54:51
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Post » Thu Mar 01, 2012 2:06 pm

Sounds pretty exciting to me.

If anyone can actually accomplish this they will have the thanks of the whole c2 community - and should also recieve a legendary forum badge ;)
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Post » Thu Mar 01, 2012 6:37 pm

I've already investigated other WebKit-based wrappers like Adobe Air. However, features like GPU-accelerated canvas 2D and WebGL (and maybe audio, can't remember) are in the browser layer - you don't get them with WebKit. So it's really slow - and although that's a really cool tech demo you can see a bit of lag even in that simple game.

Awesomium just released 1.7 with WebGL support. That's definitely worth checking out - it's based on a full browser engine, not just WebKit.Ashley2012-03-01 18:37:40
Scirra Founder
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Post » Thu Mar 01, 2012 6:43 pm

1.7 version ? I'll update my code asap and see if the performance improves.
Update: Damn no dotnet bind yet. I'll keep waiting.Kiyoshi2012-03-01 18:46:48
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Post » Thu Mar 01, 2012 6:45 pm

So for Awesomium, they say it's free for indie companies that made less than $100k last year. But what about just some random dude (ie, me) who doesn't quite count as a "company"? Is it still free?

Here's the licensing overview for reference:
http://support.awesomium.com/kb/licensing/licensing-overview
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Post » Thu Mar 01, 2012 6:48 pm

Yeah i wish i knew that. What that "Indie Company" means exactly.
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Post » Thu Mar 01, 2012 6:58 pm

About Awesomium they revamped the entire API. Either in C# or C++ i'll have to change all my code. Good part there may be many changes but the code itself is small.Kiyoshi2012-03-01 18:59:53
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Post » Thu Mar 01, 2012 7:04 pm

Ok i'll try making a C++ version. I can't resist.
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