How to use self-built Electron binaries with electron-builder - binary

I've built my own Electron binaries. I've put those binaries into ./node_modules/electron/dist. Everything works fine when running the app with npm start from the development environment, but when packaging the app with electron-builder, Electron lacks that functionality that I added. It looks like electron-builder does not take whats in node_modules/electron when packaging an app.
Can somebody tell how I can use own Electron binaries with electron-builder?

It can be achieved by using the electronDist property in the electron-builder's build section of package.json.

Related

How do I use electron-compile?

I'm having trouble with electron-compile.
The docs state
How does it work? (Easiest Way)
Change your reference to electron-prebuilt to electron-prebuilt-compile. Tada! You did it.
What reference, where? You can't be talking about package.json?
I've always run electron using supervisor -x "electron" -i "./" .
What am I completely missing / what should be the contents of my pull request to make this clearer?
I've installed electron-compile with npm i electron-compile --save-dev
I'd like to have es2015/jsx precompiled to es5, so that I can run a react application in electron. electron-compile appears to solve this problem.
You should install Electron as a dev reference in package.json, yes:
npm install --save-dev electron-prebuilt-compile
Don't install Electron as a global because then other people have to set stuff up to run your app (i.e. they now have to micromanage which version of Electron they have installed globally)
With the recent versions (electron 1.3.5), I was unable to get electron-prebuilt-compile working, well it works for development but packaging for production has no real working examples.
It seems the compiling and packaging needs to be done manually, so in case anyone needs a working example, it's here. Hope to save someone some time and pain.

Unable to Configure cordova package in Visual studio

I am just starting learning "Build 2D games with HTML5" from MVA and in starting i had a problem to configure my visual studio
Here is the link of that package Cordova-Windows package
The instructor shows that the Cordova windows package 3.5.0 contains CreateTemplates.bat file but it didn't work for me
i came up with this problem i dont know how to overcome this,
when i clicked the createTemplates.bat file its popup and off nothing happends so i try to open it up using command prompt and i get this errors , How to overcome?
what should i do now , your help would be highly appreciable !
You should use be using the Cordova CLI for your command line workflow for building Cordova Apps. For Cordova, more information is available here. If you want to use VS, then I strongly urge you to install our VS 2015 RC build which enables you to build Cordova applications for iOS, Android and Windows. More information for VS, is available here.

Setting up phonegap development environment

I am working on the windows-8 PC. And i have some HTML app gui which i want to convert to android mobile app.
I am new to phonegap.
How to setup the development environment for phonegap?
1> Following tool android developers app tells to use phonegap cli to create new project :--
http://phonegap.com/blog/2014/04/23/phonegap-developer-app/
This video uses Android sdk to create new project :--
http://www.youtube.com/watch?v=MF6dzbTDwdY
Which is the best methord to start working with phonegap ?
Do we need android SDK if we work with phonegap cli ?
2> This link tells to use commandline or IDE methord to create phonegap projects :--
https://github.com/phonegap/phonegap/wiki
3> What exactly is the relation between android SDK & phonegap cli .. ?
i would recommend you to use Cordova. Why? Yes, there is no realy reason why to do this, It's rather a question of what you like to work with.
I'm using Cordova. Maybe you read the Getting started guide and then the following documentation.
After you installed all, you can open up the CMD and create a new cordova project. If you want to know, how to do this, go on with the posted link above. A little bit under the setup instructions you can find a Guide which explains you, how to setup a new project and so on.
If you work with Cordova, you need Eclipse and i would recommend you to install Genymotion for having more options of deploying an app to a device.
Later on, if you would like to convert an Application to another platform you can use the Phonegap Build from Adobe. But normaly you can use your code like you wrote it for android 1:1 for iOS. Maybe there are some tiny differences, but they would'nt be fixed by the phonegap build i think. So... i would say there is no way to say "You should work with Phonegap" or "You should work with Cordova" it's your choice.
If you want to build app for android locally you'll need android SDK. This is because phonegap/cordova uses the android SDK to wrap the app.
Basically phonegap/cordova uses the SDK to compile the project for android platform and to build the APK file which can be installed in devices. You can interpret as Phonegap/cordova cli is an interface between android technology and cross platform technology. Similarly iOS will need some native technology to work with phonegap. Thiese SDK helps to build and package the app for their own platform which you've written in HTML/CSS/Javascript.

My LibGdx 1.1.0 not working?

I Recently downloaded 1.1.0 version of libgdx that was near about 54 MB.
When I run gdx-setup.jar it again downloads from gradle.
When my Internet is disconnected if fails, why?
How to use downloaded files? Do I need to download every-time I create a project?
Your gdx-setup-jar is programmed to download libgdx each time you create a project, and does not search your computer for libgdx and I do not believe there is an easy way to get past that. You can import your project into your IDE once you have set it up with the gradle plugin. Here are some links that should help you install the gradle plugin.
Eclipse Gradle
Intellij IDEA Gradle
NetBeans Gradle
Installing Gradle With the Commandline
I hope this answer was helpful :)

Cocos2d-XNA: How to integrate MonoGame

I have a confusion regarding Cocos2d-XNA.
Is it already have MonoGame in it? If not, how do I combine those two?
If yes, what is the role of Cocos2d-XNA and what is the role of MonoGame?
I tried to look for both website but not able to find these information.
If needed: I'm trying to build a game in WP8.
In a installed Cocos2d-XNA template, I found Monogame is in the reference. But only after installing Monogame (except for a Cocos2d-XNA package) the template works.So I don't think Monogame is in Cocos2d-XNA. But Cocos2d-XNA needs Monogame. To combine them is easy, from my experience, just install Cocos2d-XNA template, Cocos2d-XNA package, Monogame package, and Monogame3.3.
(Install template with a downloaded .vsix file, install packages through NuGet, and install Monogame3.3 with a downloaded .exe file) And I agree that Cocos2d-XNA is built on the top of Monogame, for Microsoft.Xna.Framework and other XNA things are in Monogame, and Cocos2d-XNA needs those things.