NW.JS - How will it work?

  • How will the NW.JS export for Mac, Windows and Linux work in Construct 3?

    I see the option there (currently disabled in Beta) but I'm a bit confused on how it will work.

    In C2 I need to download Java and then run the exporter. Do the minify script option etc.

    I can't go further than that since i get a "Something went wrong" on export. I'm on a Mac though and trying to run it via Parallels. Might work fine on a stock Windows machine. So I can't really tell.

    Just interested in how this feature will be implemented.

    I'm especially interested how this will work or run on Mac. THe option is there to potentially also add an AppStore builder later using nw.js. Now that would be neat.

  • Just a wild guess, but I think the exporters will run on the Construct servers and you get do "download" the exported build (like Cocoon or Intel XDK).

    That, or at least the NW.js will be usable offline (like is now with C2).

  • We have a blog post coming up covering this.

  • We have a blog post coming up covering this.

    Thanks Ashley.

    Just a bit concerned since I tested C2's on my Mac just out of interest and it doesnt work. Not too concerend about this now but I'm hoping C3's doesn't need "Windows"

  • I'm very interested in this as well. looking forward to the blog post.

  • seems interesting. I will definitely try it

  • I thought the blog post might be out before the jam since it enables all features, but i guess not?

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  • Looks like you can export NW.js during the game jam. Is like I've guessed above: "Just a wild guess, but I think the exporters will run on the Construct servers and you get do "download" the exported build (like Cocoon or Intel XDK)."

    146 MB for KiwiStory win64

    But yes, you now have more modular options and you can select what builds you want (mac, linux, win32, win64 ... etc) which is nice.

  • You do download NW.JS on your computer and the build is made on your computer as well.

    The first time you do an export, NW.JS is downloaded to your computer, so the next time only the game itself is being exported/compiled.

  • I also like the more options we have now for NW.js export. Can we expect a separate NW.js download that is not included in the editor for the standalone version in the future? Thinking about offline installs.

  • I really like the way exports work, very nice to use.

    I tried it out on the line of sight example which is about 600kb, took about 3 minutes to export to mac64 and ended up 181mb

  • I really like the way exports work, very nice to use.

    I tried it out on the line of sight example which is about 600kb, took about 3 minutes to export to mac64 and ended up 181mb <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked">

    Yeah its very big but it's quite straight forward in the ease of use department.

    Androids APK limit is 100mb.

    I'm assuming that the Android/iOS publishing will cover this (make it easy to do)

    But you can have 2 additional expansion/data files of 2GB each though. https://developer.android.com/google/pl ... files.html

    iOS Limiti also 100MB ("Over the air") but can also have additional data with 4GB and can then have addons etc that goes over that.

  • I've never exported to mobile but i expect the final file size of those will be a lot less then with nw.js (which is bundling the browser) so perhaps 100mb will be enough for those.

  • Havok

    You don't need to worry about Android and iOS versions. Since they will use WebView, it will only add 1~5 MB to the game files, unless you target Android 4 or older (in that case the build will include Crosswalk and will take + 50 MB)

    Ethan

    If it's like Kyatric said, it took you 3 minutes because C3 also downloaded NW.js first time. Try a few builds to see if the other ones are faster.

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