Sorry, but how do I install melonJS?

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Super Noob

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Mar 29, 2013, 6:27:16 PM3/29/13
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Hello together,

Might be a bit embarrassing, but I don't understand how to setup melonJS to use it.
Is there a step by step guide (esp. for MAC)?

I looked at the read me file:
https://github.com/obiot/melonJS

But I barely know what node.js and coffeescript is for. Do I need that?
Just can't wait to play around with the platformer tutorial. Hope you guys can help me.

Any help appreciated. And I'm sure people who google this question in future will appreciate it, too. ;)
Regards,
S.N.

Aaron McLeod

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Mar 29, 2013, 7:47:41 PM3/29/13
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The nodejs stuff is for building the finalized library from code. It's not required to use it. You can do most stuff just fine by viewing a local HTML file. Or on your Mac, lookup how to use the built in apache. Checkout the tutorial on melonjs.org to see how to build a simple game


Aaron McLeod
http://agmprojects.com


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Jason Oster

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Mar 29, 2013, 8:49:10 PM3/29/13
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The tutorial covers all of the basics to get you tarted with melonJS. It does expect you to have a little programming knowledge, especially with JavaScript.

Essentially you only need to download the template (there's a link in the tutorial, it's part of the prerequisites). There's really no "install" step apart from unzipping the template and opening the index.html in the browser of your choice.

Super Noob

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Mar 30, 2013, 1:14:25 PM3/30/13
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First of all, thank you for your fast responses. I got it working and I'm currently on Step 3 of the excellent tutorial :)

I just have two more questions:
  1. I cloned the git repo, but I wonder where the file "melonJs-0.9.7-min" is located. There are so many folders and js-files. For the tutorial I used "melonJs-0.9.6-min" from the download section.
  2. What is the main difference between "melonJs-0.9.6" and "melonJs-0.9.6-min"?
Cheers,
S.N.
P.S.: Sorry if the questions are silly. I just have an intermediate actionscript 3.0 background (esp. with game engine Flixel).

Aaron McLeod

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Mar 30, 2013, 2:07:03 PM3/30/13
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1. 0.9.7 is more or less the current version of master. So when you clone the repo, and run make, it should put a 0.9.7 in the build directory. 
2. 0.9.6 is essentially a read able file. So it's easier to debug when building stuff out. Min is the minified version of the file. All whitespace is pretty much removed, and it's also a lot of unreadable code. It's done to reduce filesize and compile time by the browser. It's while you'll see things like jquery.js and jquery.min.js. 


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Super Noob

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Apr 2, 2013, 5:53:44 PM4/2/13
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Ok, thanks again. I'm slowly getting the hang of it and almost finished the tutorial. My problems is that I have never worked with "make files".

  1. Is there a "lightweight solution" to run make? I just have a MacBook Air and I don't want XCode to fill up my HD. I read something about the "OSX GCC Installer" (still, nearly 300MB).
  2. Is there any possible download link for the 0.97 version? The official website has only the 0.96 version linked.
  3. Btw, what is the benefit to run make instead having the file "ready" in the git repo? Sorry, just curious.

Again, thanks! I'm getting better ;)

Jason Oster

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Apr 2, 2013, 6:47:10 PM4/2/13
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Good questions, actually!
  1. We also have a Cakefile for building with cake (Coffee-script) You may be able to download the node package, then install coffee-script using npm. Running `cake` within the melonJS directory at this point should build the lib for you. But I don't know all of the steps here; I haven't used Coffee-script stuff before.
  2. 0.9.7 is still in development, so having a downloadable release for it doesn't make sense. (It's changing every day!)
  3. See point above. A source code repo is for tracking changes, and we don't want to track changes to the source itself AND two compiled variations of the source. As the project grows and matures, we might setup a system for automatically doing nightly builds. We're just not at a point where that's practical yet.

melonJS

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Apr 2, 2013, 10:32:10 PM4/2/13
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3. See point above. A source code repo is for tracking changes, and we don't want to track changes to the source itself AND two compiled variations of the source. As the project grows and matures, we might setup a system for automatically doing nightly builds. We're just not at a point where that's practical yet.

> that's something I also wanted to do, with the possibility to automatically generate build and thus nightly build. And guess what, that's totally acheivable with grunt :)
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