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EyeFly

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A member registered Jul 09, 2020 · View creator page →

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Any feedback or bug reports are welcome!

Any feedback or bug reports are welcome!

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I just added a text file explaining how to fix this issue along with an image to show where to look, in the zip. Thank for finding this issue, It's appreciated!

I assume you dug though the files looking for the correct one. Yah, unblocking the zip is way easier.

LOL. I was just posting that same fix! Glad you figured it out, yourself! Cheers!

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I may have found a fix for you. Before you unzip the files, open the properties on the zip and look at the bottom where it says "This file came from another computer and might be blocked to help protect this computer." and tick the "Unblock" checkbox.

If you don't do that before you unzip the files, every file in the zip gets flagged and a dll file can be blocked, "Python.Runtime.dll".

I hope that helps!

I just did some testing on a couple of clean PCs with NO PYTHON installed and the app ran fine (Windows 11). I did have to turn off the smart app control to allow windows to run the exe, because it has no reputation, yet. But then the app ran, no problem. I don't know if it's the same issue that is causing it to not work for you, but I was getting a smart screen blocking the app from running at all, but no errors.

Can you try to run the app on another machine to verify the app actually runs? Maybe you got a corrupted download, I don't know, just guessing. I even just tried downloading the zip from itch to make sure nothing was messed up with it after I uploaded it, and it ran too. It may just be an edge case with your machine.

Sorry, again. I hope you can get it working. If not, again, feel free to get a refund. And thanks for giving it a try!

I'm sorry it isn't working for you. That's weird... You shouldn't need python to run it. The app is wrapped in a python wrapper but it should work because everything it needs is bundled into the exe to run the wrapper. I'll do some testing and see if I can figure it out. I'll let you know if I figure anything out. If you don't want to wait and see, feel free to get a refund. Thanks for the report, either way.

Hi RickiRu!

Unfortunately, no. The source folder is your original files and need to be there for the exe to serve them in the webview window. Wapper creates a custom webview wrapper for your files to be served to, that's what the exe is. It looks in the source folder for the files to open in the window.

As for the license folder, you should be able to remove the license folder, but you should leave it in there if you plan on distributing the app/game. The licenses are required to distribute the underlying libraries that make the output app work. Wapper automatically adds the needed license files to make it easier for you.

Thank you for the question and the kind words!

Any feedback or bug reports are welcome. Thanks!

Unfortunately no. It is Windows and webview2 based. I can't make it work on Linux without remaking Wapper. It requires webview2 to run the output apps. Sorry.

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I'm not sure how it would work if you are releasing a game with different parts that are played independently but use the same save data. But as long as the way the save data is located in the local storage is the same for all parts then if they're using the same port then it should work. And remember, it's the name that you set in Wapper that determines the port. And you can rename the EXE after building it if you want it to have a different name. Only the name during the build matters for the port. You can change the name of the EXE after and it will still use the same port.

The data is saved to the port that is used for the app. So if you have private mode on, the port is randomized. So if you want the same data from the saves, don't use private mode and always set the app name the same in Wapper. The name is what is used to select a port when private is off. So as long as you keep using the same name then the same port will be used. I hope that helps.

My discord name is itseyefly (eyefly).

Unfortunately, no. Webview2 is edge/chromium based.  Sorry.

It only will work if you make a save dialog box open so you can choose a save location. Blind downloads (just clicking a button and letting the file get auto-saved) don't work. That's a quirk of Webview. There is no easy way to capture downloads and redirecting them from within a webview window. So using the save dialog box is the best way to go.

I'll keep checking a few things but I can't change the path of certain things. Some libraries in the app are hard coded with those paths and I can't change them without breaking stuff. Hopefully it's just an edge case on your PC. The strange thing is that the file in the error is a file that was already there in the old version too. Nothing changed with that part of the app in the experimental update. So I don't know why it would extract in one version but not another. Thanks for the heads up though, it's appreciated. 

I just noticed the edited version of your comment. I'm glad you got it extracted. I hope you don't have any other issues. Cheers!

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That's strange. I haven't seen that happen before. I used 7-Zip to make the zip file. I don't know what you're using to unzip it, but you may need to use a different program to unzip it. The path too long part, I don't know. I know Windows has a limit on path length. But since you tried different locations, I'm not sure. It may be related to the program you're using to unzip it.


Edit:

I looked into the path too long part and if you're using the built in Zip package handler in Windows, it may not work because of the deep nested folder structure. 7-Zip allows for deeper paths than Windows default zip handler. So try 7-Zip to unzip it.

I hope this helps.

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Are there a lot of other things in "C:Users/jacks/Downloads"? It may be lagging because it is copying a lot of stuff over. The HTML should be in a folder with only its own assets (if it has any). Otherwise if you have "Copy HTML Folder (assets)" toggled on, it will copy everything from the folder, including all subfolders (your download folder in this case). So put the HTML into a folder of its own with only its assets. If it is only an HTML file with no other assets, you can turn off copy HTML folder. 

You can also try removing the spaces from the entry HTML name and replace them with underscores, and remove the brackets (). It should work without that, but it's worth a try.

I hope this helps.

Awesome! I'm glad you like it! I hope you get some good use out of it.

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Hello! EyeFly, here!

I made Wapper - HTML To EXE to help web devs package projects as a Windows desktop app/game quickly.

I’ve heard mixed opinions: some people want an EXE for desktop feel/storefronts, others say PWA/browser is enough.

For Itch web content devs specifically: do you see value in a simple EXE wrapper, or would you never use it?

What’s your reasoning?

I have a pretty good free demo that may be all you need, if you want to try it out. No usage limits or intrusive overlays/splash screens. And no pressure to buy. Just some feedback is all I ask.

https://eyefly.itch.io/wapper-html-to-exe

Thanks for looking! And thanks for any feedback I get!

-EyeFly-




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I just wanted to add that the demo is a non-intrusive demo! No watermarks, No forced overlays or splash screens, No usage limits. Perfect for students, game-jams, or anyone that just needs a basic, free HTML to EXE solution.

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Comments/Feedback/Bug Reports are all welcome and appreciated! Thanks, EyeFly.

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The obfuscation archive will still be inside the source folder. And your files will all be in a single archive file with a random name. You can set the location the archive is extracted to at launch of the game. Either appdata (common temp location) or portable (next to the exe). You can also set it to auto delete the extracted cache files when the game closes (this is set by default).

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So this is what Wapper is actually doing:

When you load your html file it gets renamed to index.html (required to make it work) and copies it to the source folder. If you only have a single html file with no other required files, you don't need to copy the html folder. If your project does have assets (including css or js files or other required files for your game), they need to be copied from the html folder.

Wapper creates a webview wrapper to load your project files into. The exe that Wapper outputs is the wrapper. The wrapper looks in the source folder for your html file and assets. The wrapper uses an http server to serve your files to the window.

The _internal folder is the wrapper's internal workings, the files it needs to work. If you build in Onefile mode (single exe), there is no _internal folder because the files are packed into the exe.

So the source folder is required for your project to work. And the _internal folder is required if using Onedir mode.

Wapper does have a custom archive (.efa file) to obfuscate your files that will not open in things like 7zip or other archive software. This is not encryption or DRM. My archive uses custom offsets, header, and file extension. But a person that knows what they are doing could still crack it. But it would not be easy for the average person.

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1.The full version does have a way to obfuscate the files.

2. The single exe packs the stuff in the _internal folder into the exe instead of having a folder. The single exe mode can cause anti-virus false positives sometimes because it has to unpack the exe to a temp folder. Onedir mode tends to avoid that by having the _internal folder containing the same stuff the single exe has to extract.

3. The copy html folder (assets) toggle copies all the stuff in the same folder as the html to the source folder. The source folder is your original html project. The source folder is required to work.

I hope that answers your questions. If not, just ask!

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Bring your HTML apps and games out of the browser and onto the desktop in about 10 seconds.

Wapper turns a local web project (your entry .html file + assets) into a Windows desktop app with a clean, native-looking window - no browser UI, no tabs, no address bar, and no toolchain headache. Wapper is as simple as 1, 2, 3. 

The demo is the full basic Wapper app, but NO Advanced Settings.

How to use:

1 - Select your HTML file.

2 - Click build.

3 - You’re done!

Yes, it's really that simple.

NO python and NO coding required!

Demo out, now!

https://eyefly.itch.io/wapper-html-to-exe







Blue The Fox I got the demo up if you want to give it a try! Only the advanced settings are not in the demo.

I am getting a demo version ready right now if you want to wait to buy it. The demo will be the full app except the advanced settings. You can still process your html and use a custom icon and all basic settings

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Bring your HTML apps and games out of the browser and onto the desktop in about 10 seconds.

Wapper turns a local web project (your entry .html file + assets) into a Windows desktop app with a clean, native-looking window - no browser UI, no tabs, no address bar, and no toolchain headache. Wapper is as simple as 1, 2, 3. 


How to use:

1 - Select your HTML file.

2 - Click build.

3 - You’re done!

Yes, it's really that simple.

NO python and NO coding required!

https://eyefly.itch.io/wapper-html-to-exe


Doing an HTML to EXE speedrun!

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Thanks for trying it. The controls are shown on the page. It's pretty easy once you know how to play.

Basic Controls:
Use left mouse button to drag a lasso around your ships then left click a planet to send them.
Right mouse drag to select multiple owned planets to start a rally then left click a planet to set the rally destination.
Middle mouse drags the map and wheel zooms in/out.

Basic Play:
Capture planets to produce more ships faster (Basic, Medium, Heavy, then Titans after owning a planet for 5 minutes).
Planets ramp up production to heavier ships over time.
Build up frontlines to send in big waves to take enemy planets.
Destroy all factions to win (Conquest) or Capture And Hold the target planet for 5 minutes or destroy all factions to win (Capture & Hold).

I hope that helps.

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Hi! I just launched Planetfall Tactics here on itch. It’s a fun and challenging RTS/galactic conquest game: capture planets, grow fleets automatically, and outplay rivals with smart routing and timing.
The game has two modes (Conquest + Capture & Hold), procedural maps, 4 factions (plus custom factions), and adjustable difficulty (1–3 AI enemies).
Here’s the page: https://eyefly.itch.io/planetfall-tactics — I’d love any thoughts/feedback.

Thanks for looking!



I also noticed that some icons (emojis) I used on the buttons may look different based on the fonts you have installed/available. So some icons may not show correctly or at all (replaced with "[]" when not found). I am working on swapping to more common emoji that will show correctly for all.

Thanks for trying it again!

I think i figured out why it did not work for you. I tested the app on a couple of PC's and it didn't work on one of them either.  I just updated the browser and it worked. It had been a while since that pc had even been turned on. So it makes sense the browser would be out of date.

You should give it another try. I have updated it a few times since I first uploaded it. Lots more to come!

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The video is up if you want to watch it (It's right her in the page). I hope it helps!

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I just tested it on mobile too, and it seems to work too. Try downloading it and running it local.