Deploy a HaxeFlixel game to a windows .exe file - deployment

I made a mini game with HaxeFlixel and OpenFL, It's worked great and now I want to put it on Game Jolt to check can it work or not, but to do that I need to change my whole project into executable, and I don't really know where I should start...
I looked it up and found some topic about Adobe AIR. Do I really need to use that to turn my Flixel project into an .exe? Can someone give me a little help here... I'm using FlashDevelop and Flixel for my game so right now my folder contains assets, source, hxproj file and a xml file. thanks!

You should have a dropdown at the top of the window next to play button and the release type (debug, release). In that dropdown you can select your platform, in your case select native. The first time you compile is going to take awhile because you are compiling all the lib to C++.
The result is deploy in bin/windows/windows, there you can find your executable.
You can compile with command lines. Go to your folder and type lime build windows

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Love 2d is not working in my VS Code setup

I have made a new folder to keep my coding files in and folders of Love2D. But since then whenever I press alt+l in my main.lua file in vs code, the file doesn't run in love app.
But, when I try to drag and drop the folder of my game onto the love2D shortcut on my desktop, the game runs fine.
Why does this happen?
Here are the settings of my love2d support extension:
I have tried reinstalling love, also tried to reinstall the extension, and installing any previous version of love.
I tried to open the project directly as a project too.
Pls, can someone help me at the earliest?
You provided . as the src directory in the support extension, which probably tries to launch PIYUSH_LOVE2D as the game (which does not contain a main.lua).
Either open the game directory directly as a project in VS Code or enter the path of the game in Src Dir.
EDIT: Alt+L while the main.lua is open works and uses the dir containing the main as the root. The correct path is only required if the main.lua is not open.
I found something that can help you on the LÖVE 2D website. Take a look:
“Remember to drag the folder containing main.lua, and not main.lua itself”
I don't know much about VS Code but I think to solve your problem you could configure it to run the game folder in LOVE, instead of its main.
I'm late to answering this but I hope it helps someone. It looks like you have Live Server extension installed, I believe that also has a key combo of ALT+L, which interferes with the Love2D extension.
Try removing Live Server, or change the key combo to something other than ALT+L for either of the extensions.

How to convert a SB3 file to an EXE

I'm creating a game on Scratch 3, however, when I'm finished with it, I want to convert it to an .exe file. How do I do this?
I've been interested in game development for a long time, and have even tried Unity before, but I'm just a beginner meaning it was too difficult for me. So I turned to Scratch.
Yes, It is possible! ...But it's kinda complex,
Bear with me!
First, Take your sb3 file and convert it into a sb2. To do this I recommend using rexscratch's sb3tosb2 tool. Found here: https://github.com/RexScratch/sb3tosb2
Make sure you have python installed, if you don't, google how to install it. (it's easy).
Next, Click Clone or Download then click Download ZIP. Once that is downloaded, Open the zip, go to the next folder, and execute sb3tosb2.py . This will then ask for a sb3 file, Navigate to the sb3 file you have and select it. It may say it wants to work in compatibility mode, if it does, Just accept it. It will finish up and ask you where to put a sb2 file, just place it on your desktop and name it something.
Secondly, We need to use a program called junebeetle, Don't worry, it's a web based one, found here: https://junebeetle.github.io/converter/online/
Click open scratch file. It will ask for a sb2, Navigate to where you put the sb2 file and open it. If you want you can customize how it will open, you can. I like to use the auto start function, and fullscreen. Don't mess with the resolution unless you know not how to screw-up aspect-ratios. Then click "Convert to SWF" This will then download the SWF version the scratch game, simply name it what you want and leave it.
Finally, you need to convert the SWF file to an EXE, There are plenty of ways to do this, but for ease, I recommend using a lite file converter. SWF Tools is a good one found here: https://sourceforge.net/projects/swftools/files/SwF_To_eXe/Swf2eXe_Latest.zip/download
Let it download and then extract the zip file's content to your desktop or downloads folder. Then open the exe file inside the folder from the zip file you just extracted.
Almost there! Click "Add a file" Then, you guessed it, Navigate to the SWF file that was spat out from the conversion of the sb2. Then click "Convert" Let it do its thing, and soon it will finish. Boom, Done. To find your exe file, go to where you stored the SWF to EXE converter, go to the "Output" Folder, and infront of you, is your EXE File! Note: Your anti-virus might freakout, this is normal when making new programs.
Also, Some fonts may break, This is just a side effect of the sb3 to sb2 conversion due to the fact that there is currently no way to convert sb3 to SWF.
Hopefully that was easy enough to understand. It is a complicated process, But yields results!
If you have any issues, Just Ask! I can help!
You could use the TurboWarp Packager. It's free and safe. https://packager.turbowarp.org/
There might not be a specific or direct way to convert a Sb3 File to an exe file but You can do it indirectly in a few steps which might be kind of lengthy but works.
When your SB3 project is done, go to https://sheeptester.github.io/htmlifier/
And convert your sb3 file to html.
From there you can convert the html file you got just now to an exe file, but not as you might expect it to. You cannot convert an html page to an exe file so what you can do is add the html webpage (the scratch game now converted to a html webpage) as an 'embed' file in the software such as, like Unity or Visual Basic, as they allow html webpages to be embedded in a project. Then you can add features and stuff, then publish or export your project as an exe file.
I know the process is really lengthy and I practically just wrote a long boring thesis but this might be the only way you can convert scratch to exe.
Hope my answer helps!
Hasta La Vista
Convert your Scratch project to HTML using Scratch HTMLifier: https://sheeptester.github.io/words-go-here/htmlifier/
Download NW.js and put its files (nw.exe, ...) in a directory. Create a package.json file in that directory that should look like this:
{
"name": "Project",
"main": "project.html"
}
(replace Project with the name of your project and project.html with the name of your HTML file).
Make sure that your project runs when you start nw.exe.
Use any tool to turn your folder into a self-extracting archive.
See also: https://scratch.mit.edu/discuss/topic/341617/
use https://packager.turbowarp.org/
Using simple setting you can export without any problems.
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Currently, there is no software or smart javascript tricks that can convert .sb3 files into .exe files. You could use an .sb2 file but you need to use Scratch 2.0. There are developers working on conversion programs that do .sb3 to .exe but that will take a while. I would recommend using Scratch 2.0 if you want to convert your Scratch games to an executable.

How to set an app icon in JavaFX

I am programming a JavaFX app for windows and want to see an app icon in these situations
shortcut icon (on desktop, windows start menu)
taskbar icon (even when the app is pinned to the task-bar)
(optional) the .exe-icon
The following code seems to do its job quite nice, but when the app is running and I press right to the taskbar to choose "pin this program" the default coffee cup is shown again. The cup is shown in the moment when the taskbar-item is right-clicked -.-
visibleStage.getIcons().add(new Image(this.getClass().getResourceAsStream("JavaFXApp.png")));
I tried to build the app by configuring the Artifact in IntelliJ (JavaFX-plugin) and I also deployed the app with the javafx-maven-plugin...
I also followed some instructions I found in the net and here on stackoverflow, but nothing really helps (see here to get an idea, what I tried).
Building the app by Ant doensnt work right now, IntelliJ gives a lot of errors using this build tool.
Thanks in advance.
EDIT:
It's getting silly.. After zooming in the output folder the correct .ico of the .exe will be shown. Inconstancy at it's best.
Here the half-working config:
Well, to add an icon to the app, you just need as you said to .add() an icon as:
primaryStage.getIcons().add(new Image(getClass().getResourceAsStream("icon.png")));
For your installer, and all, I can't really help, but the way I do it works, I'm using innosetup to generate my exe packages, and it's really easy to set it an icon. You can find informations about it on that site I learned about inno setup:
http://code.makery.ch/library/javafx-8-tutorial/part7/
The whole page is about deployment using ant and inno setup to build the exe

Packing an Actionscript (Flash Builder) application for iPhone

Recently I tried to build a flash application in Flash Builder, and I wanted to export it to my iPhone. I have gone through all the required steps in order to certify my application.
Now, with all that done, all that was left to be done is building the ".ipa" file in Flash Builder. Now, this gives the following error:
'Launching TestGame' has encountered a problem.
Error occurred while packaging the application:
NotBefore: Wed Apr 11 18:52:40 CEST 2012
Google didn't give me a decent answer, nor does Adobe's information regarding mobile application development. All I can think off, is that I can't build the application before that date. That's ridiculous, I can't imagine a certain check like that.
I'm pretty sure my ".p12" key file is generated correctly.
Is anyone else familiar with this error? Please, be so kind to guide me in the right direction.
Kind regards,
Matthias.
The error occurs because the compiler didn't find the files under the corresponding directory such as debug-bin or release-bin folder. (explains from: http://forums.adobe.com/thread/893772)
For example, if you are doing a debug-build, and you didn't select the project option: copy non-embeded files to the output folder. And debug-build needs some files such as icons files under the debug-bin folder, and it couldn't find it.
Solution: select project compiling option: the copy non-embeded file to the output folder.
Try again, if still not you will need to try the ADT build to get more details http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac35eb7b4e12cddc5fbbb-8000.html
I suggest compiling from command line. I'd ported an AIR app to iOS and compiled using adt dirrectly (without FB or whatever), and there were more meanful messages then yours. Take a look at the manual on how to build ipa wit adt. The other advise is to check your iPhone node in app.xml (take a look here) and icons.
The "error" was thrown because the certificate wasn't valid yet. It became valid on the date shown above.
You could also fix the manifest file in the iOS developers center.
This problem does come up more often than needed. The error reporting is lacking distinctions but is also difficult to asses since there can be many factors causing this error. If it was one factor or even just a few then it would most likely let you know.
A great way to ensure that the error reporting can do its job and tell you where the problem is is to check your error log. It will tell you at least a few of the places that threw the block.
If you are unable to read those strange glyphs then just ensure that all your resources are being packaged. This does mean a little time of list checking but it is well worth it, for the errors and to get rid of development junk.
The first step in the asset list check is to go through each part of your Assets class (flash builder reference). If you do not have a direct Assets class then you may want to make one and move all of your asset calls to that one class - since it will save you time if this happens again.
Your Assets class is not the same as your Assets folder. Your folder is where the files are stored - i.e. images, bitmaps, sounds, etc. Your Assets class is what categorizes and assigns references to each individual file.
Go through your Assets class to ensure that each of those files exist in the folder as well. Then go to the Project menu (top near Navigate and Search) and select Clean. Either clean all your projects or check the current one. Once this is done you need to click on your Assets Folder (right click or highlight and hit edit or whatever), and select Refresh. This will check that all the files are still there and get rid of/update them.
If none of this throws an error -red X- or other errors then you need to check your project .xml file. This may take you some time to ensure that all of your add on packages and details are correct. Make sure you have the correct:
at the top and it matches your current air release.
Make sure all the filenames, names, ids, version numbers, aspect ratios, fullscreen, visible, icons, extensionIDs, and everything else are not only correct but actually there. Most of these statements should have something written and not be blank. If they are blank find out what to put in.
Ensure that you have the proper icon file extension. If it says assets/icon48.png and the icon48.png is actually in assets/pictures/images/icons/toomanyfilesextensions/whatever/icon48.png
you need to fix that link.
The last thing that you will need to check is when you want to either Release Build or Debug. You need to make sure that all assets are checked and selected.
Go to Project - Properties.
then select ActionScript Build Path.
Click the Native Extensions tab and see if there are any red X's. If there are tap the little arrow beside them and see what the matter it. Add the correct ANE or get rid of it or whatever you need to do.
Then in the same menu go to the left and select ActionScript Build Packaging. A little arrow should be beside that one too. Tap the arrow and it will open to Apple iOS, BlackBerry, Gooogle and whatever else you have (probably nothing more). Select the OS your want to use, lets say Apple, and you will have 4 tabs pop up. Make sure you have the correct certificates selected. If you have none or are confused about this you need to spend some time on Google.
The biggest one for this error is under the Package Contents tab. Most people miss this!
Open the tab and see if anything is not checked. There will 99.99% be something or many of them not checked if you are getting this error. Just check them all and you can figure out what you need and don't need later. Some of them will be listed because you just threw in a bunch of ANEs and .SWFs to have some awesome app. Those add on packages will throw in unnecessary contents into this package. That is fine and don't worry until you want to be picky. Just make sure they are all selected and hit Apply and Ok.
That's it. You should have a working Release Build if you did everything else correct and this error should be easy from now on (but time wasting).
You may get a 'slip' error now, but that is another story. But that is a great sign because you are getting closer to that stupid mistake that we all make: the elusive spelling mistake.

Minimizing the use of Xcode - how to quickly build and go from source code?

I realize I have to use Xcode to develop for the iphone, but I'm trying to build apps from raw source code generated outside of Xcode.
For example, I would like to "Build and Go" the apple demo "TheElements" (here). (I use this example because it has no .xib files - so Xcode is not needed for the UI).
It works to just unzip and open the .xcodeproj in there, but what if I had generated this code elsewhere and haven't yet used xcode? I.e., I have a directory of files (the contents of the .zip without the xcodeproj stuff):
./Default.png
./Images/*.png
./Classes/*.{h,m}
./Icon.png
./main.m
./Elements.plist
./Info.plist
./TheElements_Prefix.pch
Can I quickly (automatically?) get this built and running in the simulator?
I guess the question also relates to what information is really stored in the xcodeproj. Ideally, there would be some scriptable method for generating the project.pbxproj file, but sadly can't find this.
You might think of the Xcode project file as a glorified Makefile (if you're coming from the Unix world) or a VC solution file (if you're coming from Windows). It's a description of the dependencies between components and the steps required to build, link, and deploy those components. There is no more fundamental "Build and Go" than that.
On the iPhone, Xcode is required to build a viable application (technically, you could chain up the command line invocations used by Xcode—check the build log—but you'd be pretty crazy to bother). You can use a command line invocation (xcodebuild) instead of using the Xcode GUI app, but you still need a project file.