Today I found this thread viewtopic.php?f=7&t=35425 in which FourthWorld says that the HTML export is "... best seen as experimental ...".
I don't know if this statement refers to the HTML5 export or not.
However, I am little confused about this because I planned to put some little LC-games on my website.
I wonder what is possible with the HTML5 export and what not.
Maybe one of the more experienced users can help to clarify this question?
Thanks in advance for your help.
What can (not) be done when exporting to HTML5?
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Re: What can (not) be done when exporting to HTML5?
HTML stopped using version numbers in the name quite some years ago and "5" is considered the "last" version, so in most modern contexts "HTML" and "HTML5" are generally synonymous.Francesco77 wrote: ↑Fri Mar 05, 2021 7:12 pmToday I found this thread viewtopic.php?f=7&t=35425 in which FourthWorld says that the HTML export is "... best seen as experimental ...".
I don't know if this statement refers to the HTML5 export or not.
There are many ways to answer that question, all of them even longer and more tedious than my post you'd linked to.However, I am little confused about this because I planned to put some little LC-games on my website.
I wonder what is possible with the HTML5 export and what not.
Maybe one of the more experienced users can help to clarify this question?
Probably the best way to asses not only functionality but also acceptable performance would be to download the Community Edition and try an export with your stacks.
Given how long the engine requires to download and initialize as a JavaScript library via that export, I usually prefer to share stacks by distributing a standalone that downloads and runs them from my web site. That way I know everything works great, the user has only a one-time download, and my workflow is much more streamlined as well.
Richard Gaskin
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LiveCode development, training, and consulting services: Fourth World Systems
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