What is this?
This tool automates the compilation of JavaScript files with NW.js' compiler. The compiler creates binary versions of the files, ensuring protection of the source code. The tool also packages the code (and the assets) on an archive that Nw.js can read.
How do I use it?
First of, you'll need to do a few modifications to the project. I've included the replacement code you need to apply to your project (after deploying it, of course). After that, it's pretty simple: Tell the tool where the nwjc.exe file is (RPG Maker MV has the SDK as well, which includes nwjc, but you can download a different version from https://nwjs.io) and the project you want to compile. In a few minutes, you can upload the game to the public.
Do note: once you compile it, you can only use the same version of nwjs for the same operating system. So, if you compiled the game with SDK Version 0.30.4 (for example) on Windows, you can only use the code with Standard Version 0.30.4 on Windows.
Command Line Arguments (CLI version only):
System Requirements:
Windows 7 Service Pack 1 or newer.
Microsoft .NET Framework 4.7.2
Any computer that can run RPG Maker MV games, practically speaking.
NW.js SDK. You can use any version you want (preferably 0.22.x or newer (RPG Maker MV 1.6.1 ships with 0.29.0), as 0.21.x and older have a bug where the compiled versions ran 30% slower).
FAQ:
Can I use it on Linux with WINE (or Proton or <insert a compatibility layer here>)?
Depends. If it is to make the Windows version of your game, then yes (assuming that it can run .NET Framework apps). If you want to use the tool to make the Linux version, then no. You can use the Console App.
Can I use it on my current project?
The tool is a wrapper for the nwjc. I have used the tool for my project and I haven't noticed any issues. So, it has a "go-live" license (as in, it's OK to use it on your projects).
Screenshots:
Video tutorial:
Download:
itch.io
Gumroad
Microsoft Store
Source Code
This tool automates the compilation of JavaScript files with NW.js' compiler. The compiler creates binary versions of the files, ensuring protection of the source code. The tool also packages the code (and the assets) on an archive that Nw.js can read.
How do I use it?
First of, you'll need to do a few modifications to the project. I've included the replacement code you need to apply to your project (after deploying it, of course). After that, it's pretty simple: Tell the tool where the nwjc.exe file is (RPG Maker MV has the SDK as well, which includes nwjc, but you can download a different version from https://nwjs.io) and the project you want to compile. In a few minutes, you can upload the game to the public.
Do note: once you compile it, you can only use the same version of nwjs for the same operating system. So, if you compiled the game with SDK Version 0.30.4 (for example) on Windows, you can only use the code with Standard Version 0.30.4 on Windows.
Command Line Arguments (CLI version only):
--SDKLocation: Sets the location of the SDK.
--ProjectLocation: Sets the location of the project.
--FileExtension: Sets the File Extension for the compiled files. It's used like this: --FileExtension <insert file extension here>
--Parallel: Turns on Parallel mode. You can use it without the previous two arguments as well.
--ReleaseMode: Removes the JavaScript files after compiling.
--CompressProject: Compress project after compiling. "--CompressProject Final" (without quotes) removes the files after compression. Only works with the ReleaseMode flag.
--TestMode: Test the game after compiling. Cannot work when the CompressProject argument is in place.
--ProjectLocation: Sets the location of the project.
--FileExtension: Sets the File Extension for the compiled files. It's used like this: --FileExtension <insert file extension here>
--Parallel: Turns on Parallel mode. You can use it without the previous two arguments as well.
--ReleaseMode: Removes the JavaScript files after compiling.
--CompressProject: Compress project after compiling. "--CompressProject Final" (without quotes) removes the files after compression. Only works with the ReleaseMode flag.
--TestMode: Test the game after compiling. Cannot work when the CompressProject argument is in place.
System Requirements:
Windows 7 Service Pack 1 or newer.
Microsoft .NET Framework 4.7.2
Any computer that can run RPG Maker MV games, practically speaking.
NW.js SDK. You can use any version you want (preferably 0.22.x or newer (RPG Maker MV 1.6.1 ships with 0.29.0), as 0.21.x and older have a bug where the compiled versions ran 30% slower).
FAQ:
Can I use it on Linux with WINE (or Proton or <insert a compatibility layer here>)?
Depends. If it is to make the Windows version of your game, then yes (assuming that it can run .NET Framework apps). If you want to use the tool to make the Linux version, then no. You can use the Console App.
Can I use it on my current project?
The tool is a wrapper for the nwjc. I have used the tool for my project and I haven't noticed any issues. So, it has a "go-live" license (as in, it's OK to use it on your projects).
Screenshots:
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Video tutorial:
Download:
itch.io
Gumroad
Microsoft Store
Source Code
Last edited: