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Re-implementation of presskit() as a static site generator

Home Page: http://pixelnest.io/2017/03/presskit-html/

License: MIT License

JavaScript 50.83% HTML 38.97% CSS 9.57% Shell 0.64%
presskit html static-site-generator css dopresskit nodejs

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presskit.html's Issues

Images not recognized in folder

presskit -V
0.8.0

build/images has images:

ls
anneAndJames.jpg	logo.png		team.jpg
bonniejean.jpg		mike.jpg
header.jpg		smallbizsummit.jpg

building presskit...

presskit build
Starting directory: /Users/jamesgraham/WMSite

Finding data…
- company: "Community Phone" /Users/jamesgraham/WMSite/_site/data.xml
- company: "Community Phone" /Users/jamesgraham/WMSite/data.xml
Multiple companies detected. This is not supported yet, only the last will be used!

Generating HTML…
- "Community Phone" -> /Users/jamesgraham/WMSite/build/index.html

Exporting assets…
- /Users/jamesgraham/WMSite/build/css/master.css
- /Users/jamesgraham/WMSite/build/css/normalize.css
- /Users/jamesgraham/WMSite/build/js/hamburger.js
- /Users/jamesgraham/WMSite/build/js/imagesloaded.min.js
- /Users/jamesgraham/WMSite/build/js/masonry.min.js

Done! 👌

Output in html:

Logo & Icon
There are currently no logos or icons available for Community Phone. Check back later for more or contact us for specific requests!

-B, --base-url [base] does not seem to do anything

I'm trying to make presskit understand that it should link to my projects in base/project and not /project.
As far as I understood, adding -B base to the build command should take care of this, but it doesn't seem to be doing anything.

from presskit-build.js:

'prefix absolute urls with [base] (if your presskit is not at the root of your server)'

Am I doing something wrong or did I misunderstand the command?

P.S. thanks a lot for the awesome project and work!

Mobile view improvement

Hi guys. First of all, thanks for presskit.html. It's a great tool, but I think that it could be even better if you could make some improvements on the mobile view. Have you planned to release an update with a responsive and fixed top navigation bar or at least trying to locate the header above or inside the nav tag?

What version of Ubuntu and Node are supported?

Hi. I had a been using your presskit for a while without issues, until I tried to update to presskit 0.6.1. Now whenever I try to 'presskit build' I get:

Finding data... There was an error during the parsing of /root/presskit/data.xml. Check that your XML document is valid. You can use a validator like this: http://codebeautify.org/xmlvalidator
This is on Ubuntu 16.04 LTS with Node 6.10.1

I tried making an entirely fresh presskit with

presskit new <dir>

However, I still get the parse error even though the data.xml there is the default.

I assume this has to do with Node (I'm still not sure which of the many ways is the best to install Node), so I wanted a completely new testing environment. Here is what I did on a separate machine:

Install Ubuntu 16.04.3 LTS
sudo apt install nodejs
sudo npm install -g presskit`

This gives me tons of warnings because apparently the version of Node that comes with Ubuntu 16.04 is only 4.2? If I try to run presskit after this point, I get javascript erros in the actual presskit generator.

at this point, I uninstalled the nodejs that is maintained via Ubuntu, and manually installed node 6.11.3 which is the most current.

After uninstalling an reinstalling presskit, I'm back to the original xml parsing error. (I tried both 0.6.1 and 0.5.0)

tl;dr: What version of Ubuntu and Node actually works with presskit?

Error: The module 'sharp.node' was compiled against a different Node.js

Please help.

E:\Google Drive\Imba\Marketing\Web\presskit.html-master\data>presskit build
internal/modules/cjs/loader.js:730
  return process.dlopen(module, path.toNamespacedPath(filename));
                 ^

Error: The module '\\?\C:\Users\USER\AppData\Roaming\npm\node_modules\presskit\node_modules\sharp\build\Release\sharp.node'
was compiled against a different Node.js version using
NODE_MODULE_VERSION 57. This version of Node.js requires
NODE_MODULE_VERSION 64. Please try re-compiling or re-installing
the module (for instance, using `npm rebuild` or `npm install`).
    at Object.Module._extensions..node (internal/modules/cjs/loader.js:730:18)
    at Module.load (internal/modules/cjs/loader.js:600:32)
    at tryModuleLoad (internal/modules/cjs/loader.js:539:12)
    at Function.Module._load (internal/modules/cjs/loader.js:531:3)
    at Module.require (internal/modules/cjs/loader.js:637:17)
    at require (internal/modules/cjs/helpers.js:22:18)
    at Object.<anonymous> (C:\Users\USER\AppData\Roaming\npm\node_modules\presskit\node_modules\sharp\lib\constructor.js:10:15)
    at Module._compile (internal/modules/cjs/loader.js:701:30)
    at Object.Module._extensions..js (internal/modules/cjs/loader.js:712:10)
    at Module.load (internal/modules/cjs/loader.js:600:32)

Installation error on macos due to broken python2 installation

npm i -g presskit
/usr/local/bin/presskit -> /usr/local/lib/node_modules/presskit/bin/presskit

> [email protected] install /usr/local/lib/node_modules/presskit/node_modules/fsevents
> node install

node-pre-gyp WARN Using needle for node-pre-gyp https download
[fsevents] Success: "/usr/local/lib/node_modules/presskit/node_modules/fsevents/lib/binding/Release/node-v67-darwin-x64/fse.node" is installed via remote

> [email protected] install /usr/local/lib/node_modules/presskit/node_modules/sharp
> (node install/libvips && node install/dll-copy && prebuild-install) || (node-gyp rebuild && node install/dll-copy)

info sharp Downloading https://github.com/lovell/sharp-libvips/releases/download/v8.6.1/libvips-8.6.1-darwin-x64.tar.gz
prebuild-install WARN install No prebuilt binaries found (target=11.12.0 runtime=node arch=x64 platform=darwin)
gyp ERR! configure error
gyp ERR! stack Error: Command failed: /Users/gableroux/.pyenv/shims/python2 -c import sys; print "%s.%s.%s" % sys.version_info[:3];
gyp ERR! stack pyenv: python2: command not found
gyp ERR! stack
gyp ERR! stack The `python2' command exists in these Python versions:
gyp ERR! stack   2.7.14
gyp ERR! stack
gyp ERR! stack
gyp ERR! stack     at ChildProcess.exithandler (child_process.js:297:12)
gyp ERR! stack     at ChildProcess.emit (events.js:197:13)
gyp ERR! stack     at maybeClose (internal/child_process.js:988:16)
gyp ERR! stack     at Socket.stream.socket.on (internal/child_process.js:404:11)
gyp ERR! stack     at Socket.emit (events.js:197:13)
gyp ERR! stack     at Pipe._handle.close (net.js:611:12)
gyp ERR! System Darwin 18.5.0
gyp ERR! command "/usr/local/bin/node" "/usr/local/lib/node_modules/npm/node_modules/node-gyp/bin/node-gyp.js" "rebuild"
gyp ERR! cwd /usr/local/lib/node_modules/presskit/node_modules/sharp
gyp ERR! node -v v11.12.0
gyp ERR! node-gyp -v v3.8.0
gyp ERR! not ok
npm ERR! code ELIFECYCLE
npm ERR! errno 1
npm ERR! [email protected] install: `(node install/libvips && node install/dll-copy && prebuild-install) || (node-gyp rebuild && node install/dll-copy)`
npm ERR! Exit status 1
npm ERR!
npm ERR! Failed at the [email protected] install script.
npm ERR! This is probably not a problem with npm. There is likely additional logging output above.

npm ERR! A complete log of this run can be found in:
npm ERR!     /Users/gableroux/.npm/_logs/2019-04-05T17_47_26_185Z-debug.log

Just posting this here as this is a problem on my side. If you got this error, more precisely this one:

gyp ERR! stack pyenv: python2: command not found

Then you're using pyenv and you broke your python2 installation. See comment on how to fix this.

Stream local video files using HTML5

Currently it seems like there's a YouTube, Vimeo and download option available when creating a trailer.

    <trailer>
      <name>Hands Up! played by visitors at Sweden Game Conference 2018</name>
      <youtube>fO6F1-FYCvc</youtube>
    </trailer>

I suggest implementing a HTML5 video provider that can stream your local files, like so:

    <trailer>
      <name>Locally hosted video</name>
      <file>videos/file.mp4</file>
    </trailer>

Editing data.xml on webserver

Hello!
Thank you for providing such a great looking tool!

Not sure if I do understand properly the way it works.

  • I installed on my win10 pc following the tutorial
  • I uploaded the content of the folder on my webserver
  • I edited the data.xml file

--> no change on the content of the web-page (when I change on my own computer, and make edit, then I can run the app to update the html document)

Is that intentional?
My workflow would tell me to update the xml file on the webserver to see the changes on the page of the webserver? Am I thinking upside down?

Thank you for your answer :)

`presskit build --watch` breaks when editing `data.xml` of a nested product

I run it inside docker machine running node 8.11.2. All the data.xml is was migrated from original PHP version. All XML files are valid.
I tried to fill example product data.xml field by field with my data to check what exactly causes it but it is inconclusive. Same data sometimes produces an error and sometimes doesn't...

I attach my XML file. I serve it from a subdir.

<!-- # Product — presskit.html -->

<!-- Don't forget to set your XML header correctly. -->
<?xml version="1.0" encoding="utf-8"?>

<!--
  Use a `<product>` or `<game>` tag.
-->
<product>
  <!-- ## General Information -->

  <!-- Begin with your product name, website, and miscellaneous information. -->
  <title>Book of Demons</title>
  <website>http://bookofdemons.com</website>

  <!-- You can also add an URL to a request page for this product. A button will be displayed on the page. -->
  <!-- <press-copy-request>
    http://pizzaburger.studio/mysupergame/request/
  </press-copy-request> -->

  <!--
    If you have one or many publishers for this product, you can add them here.

    The `<based-in>` and `<website>` tags are optional.
  -->
  <!-- <partners>
    <partner>
      <type>Publisher</type>
      <title>Pixelnest Studio</title>
      <website>https://pixelnest.io/</website>
      <based-in>Rennes, France</based-in>
    </partner>
    <partner>
      <type>Distributor</type>
      <title>Pizza Oven LLC</title>
    </partner>
  </partners> -->

  <!-- Add as many dates, platforms and prices as needed. -->
  <release-dates>
    <release-date>Early Access - July 28th 2016</release-date>
    <release-date>PC/Mac 1.0 - December 13th 2018</release-date>
  </release-dates>

  <!--
    Put all the platforms your product is available on.

    `<link>` tag is optional.
  -->
  <platforms>
    <platform>
      <name>Steam (PC &amp; Mac)</name>
      <link>http://store.steampowered.com/app/449960</link>
    </platform>
    <platform>
      <name>XBox One (coming soon)</name>
      <link>http://return2games.com</link>
    </platform>
  </platforms>

  <!-- Show the price of your product. Try to be exhaustive, it will be helpful for a reviewer. -->
  <prices>
    <price>
      <currency>EUR</currency>
      <value>19.99</value>
    </price>
    <price>
      <currency>USD</currency>
      <value>19.99</value>
    </price>
  </prices>

  <!-- ## Relations -->

  <!--
    You can specify relations between products using the `<relations>` tag.


    Then, on this page product, you will see a new line in the factsheet:

    ```
    DLC:
    My Super Game: Ultimate Edition
    ```

    Of course, the `Product Name` value is clickable.

    In the related product page, a new value will also be added:

    ```
    DLC of:
    My Super Game
    ```

    _Obviously, since the name we provide in the example is not a real product (ie., the product data.xml does not exist), this tag will be ignored for this page._

    You can have as many relations as you want. You can use it to show DLCs, expansions, sequels, prequels, etc.

    **Warning**: you need to rebuild the presskit to see the changes.
  -->
  <!-- <relations>
    <relation>
      <type>DLC</type>
      <product>My Super Game: Ultimate Edition</product>
    </relation>
  </relations> -->

  <!-- ## Description & History -->

  <!-- Describe your product here. Be brief. -->
  <description>
    Book of Demons is a Hack &amp; Srash Deck-building hybrid in which YOU decide the length of quests. Wield magic cards instead of weapons and slay the armies of darkness in the dungeons below the Old Cathedral. Save the terror-stricken Paperverse from the clutches of the Archdemon himself! Book of Demons is the first installment of Return 2 Games - a series of original mid-core titles, inspired by the early golden days of PC gaming.
  </description>

  <!--
    Tell the story of your product with the `<history>` tag.

    You have two possibilities here.

    - Use an `<history>` block like in the example.
    - Or use an `<histories>` block if you have tons of things to say.

    You can't have both.

    You can see an example of the `<histories>` block in the company page.
  -->
  <histories>
    <history>
      <header>July 28th 2016 - Start of Early Access</header>
      <text>Book of Demons launches into Early Access on Steam. The plan for the EA is to add 2 character class, polish the game and exit early access in 6 months.</text>
    </history>
    <history>
      <header>October 27th 2016 - Early Access Mayhem &amp; Free Demo</header>
      <text>The first 3 months after the launch were very hectic. Countless fixes, usability improvements, balance changes and minor features were introduced. At the end of October a free demo was released.</text>
    </history>
    <history>
      <header>December 5th 2016 - Mage class</header>
      <text>First major Book of Demons update introduced the Mage class with all new cards and mechanics.</text>
    </history>
    <history>
      <header>March 15th 2017 - Card system revamp</header>
      <text>Driven by the community feedback, we made a hard choice to fundamentally revamp the card system mechanics that drive the game. Magical and legendary cards were introduced along with a new upgrade system based on magical runes.</text>
    </history>
    <history>
      <header>December 11th 2017 - Rogue class</header>
      <text>The long awaited Rogue joins Warrior and Mage and completes the list of playable classes.</text>
    </history>
    <history>
      <header>April 23rd 2018 - Community translations</header>
      <text>Thanks to awesome community translators, Book of Demons is now available in Chinese, Russian, French, Brasilian-Portugese and Italian. More languages will soon follow.</text>
    </history>
    <history>
      <header>October 11th 2018 - Final features &amp; Mac version</header>
      <text>During the rest of 2018 Book of Demons becomes polished and feature complete. Features such as Quest Mastering, a new Archdemon Quest, Roguelike mode, new sounds and voces are added. Mac version is also released.</text>
    </history>
    <history>
      <header>November 7th 2018 - Release date annouced</header>
      <text>Book of Demons is scheduled to exit Early Access on 13th of December. The final features a live in the test branch and for the press.</text>
    </history>
  </histories>

  <!-- ## Features -->

  <!--
    Show the most important features of your product.

    Focus on what is really important and is a key aspect of it.
  -->
  <features>
    <feature>Cards and Deckbuilding - Its not a card game, but items, spells, and skills are all expressed as cards. The strategy lies in adapting your hand to each situation. Cards can be upgraded with runes and you can find many variants with diverse bonuses. Legendaries are the most epic but hard to acquire.</feature>
    <feature>Tailored sessions with Flexiscope - Book of Demons respects your time. It features the Flexiscope engine which allows you to divide the game into sessions of any size. It even learns your pace of gaming and predicts the time to complete the next session.</feature>
    <feature>Unique Mechanics - Simplified movement and fight mechanics is where Book of Demons differs the most from other hack &amp; slash games. There is often not enough time to click-remove all of the obstacles such as monster shields, enemy spells, poison, or knocked cards, so timing, card selection and order of execution are critical.</feature>
    <feature>Hack &amp; Slash in the world of Paperverse - Book of Demons takes place in Paperverse, a world that exists entirely inside a pop-up book. Its a tale of good and evil about saving the world from the ultimate devilry. Sounds familiar? Inspired by the dark and gloomy atmosphere of the first Diablo game, Book of Demons is part tribute part parody of hack and slash classics.</feature>
    <feature>Comfort of Gameplay - Many Book of Demons features were designed with gameplay comfort in mind. Points of interest are marked at the top of the screen and get revealed once you get closer. Your character leaves footprints, which can be used to track your way back or notice paths already visited without opening the map.</feature>
    <feature>Challenging Endgame - On average it takes about 10 hours to complete the campaign with a single class, but maxing out a character and mastering all of the higher Freeplay difficulty levels and Quests takes much longer. The Roguelike mode offers another level of challenge with permadeath, restricted healing and even more obstacles to overcome.</feature>
    <feature>Procedurally Generated Dungeons</feature>
    <feature>Roguelike Mode for fans of extreme challenge</feature>
    <feature>70+ different types of monsters, with different traits and custom mechanics</feature>
    <feature>Xbox and Steam controller support</feature>
    <feature>3 underground realms and epic Quest Boss battles</feature>
    <feature>Monthly and all-time Leaderboards, 200+ Achievements</feature>
  </features>

  <!-- ## Trailers -->

  <!--
    Add your videos. Trailer, teaser, snippets? Let's roll!

    You can use YouTube and/or Vimeo. Only one is needed, and only one is recommended.

    Don't put the full link: just the ID is necessary.

    If you want to provide a link to download the video, add this tag in `<trailer>`:

    ```
    <download>https://example.com/video.mp4</download>
    ```
  -->
  <trailers>
    <trailer>
      <name>21 Facts about Book of Demons</name>
      <youtube>qkJl1cPId4g</youtube>
    </trailer>

    <trailer>
      <name>Book of Demons - Story Trailer</name>
      <youtube>V8hXDOCHhYU</youtube>
    </trailer>

    <trailer>
      <name>Book od Demons Explained in 2 Minutes</name>
      <youtube>cKm2YoRYnPQ</youtube>
    </trailer>

    <trailer>
      <name> Book of Demons - Early Access Trailer</name>
      <youtube>W5O12fHIIK4</youtube>
    </trailer>

    <trailer>
      <name>Gamespot - Exclusive Preview: Book of Demons</name>
      <youtube>RLluNzvyhA4</youtube>
    </trailer>
  </trailers>

  <!-- ## Widgets -->

  <!--
    Add your widgets to your product here.

    If the product is not a game or an app, you won't probably need that.

    We only need the ID of the product on the store.

    This section is **optional**, and you can use as many widgets (or none) as you want.

    **Warning: widgets import many scripts and assets. This may have a penalty on your page size and responsiveness.**
  -->
  <widgets>
    <!-- <humble>steredenn/7SDLfk23hw</humble> -->
    <!-- <appstore>950812012</appstore> -->
    <!-- <playstore>com.noodlecake.altosadventure</playstore> -->
    <steam>449960</steam>
    <itch>93997</itch>
  </widgets>

  <!-- ## Awards, quotes & links -->

  <!--
    You got awards for this product? Great! Put them here.

    **Optional.**
  -->
  <awards>
    <award>
      <description>Indie of the Year Awards 2017</description>
      <info>Top 10 Winner on Indie DB</info>
    </award>
    <award>
      <description>Official Selection</description>
      <info>Intel Buzz Workshop 2017</info>
    </award>
    <award>
      <description>Indie Award Finalist</description>
      <info>Momocon 2017</info>
    </award>
    <award>
      <description>Best Game Art</description>
      <info>Casual Connect - Tel Aviv 2016</info>
    </award>
    <award>
      <description>Official Selection</description>
      <info>Indie Games Polska - Pax West 2016 2016</info>
    </award>
    <award>
      <description>Best Indie Game - 3rd Award</description>
      <info>Digital Dragons 2016</info>
    </award>
    <award>
      <description>Indie Basement Finalist</description>
      <info>Pixel Heaven 2016</info>
    </award>
    <award>
      <description>Best Game - Jury's Choice</description>
      <info>Freegalaktus 2016</info>
    </award>
  </awards>

  <!--
    Quotes are used to show the appreciation of your users.

    Show something important, something nice, or something funny, for example.

    **Optional.**
  -->
  <quotes>
    <quote>
      <description>Book of Demons is bound to entice newcomers to the genre as well as a long time action RPG fans who have been longing for a different kind of dungeon crawler.</description>
      <website>Gamespot</website>
      <name>Joey Yee</name>
      <link>https://youtu.be/RLluNzvyhA4</link>
    </quote>
    <quote>
      <description>The concept behind the Return 2 Games seven-part retrological makes me want to love it even more.</description>
      <website>The Escapist</website>
      <name>Josh Vanderwall</name>
      <link>http://www.escapistmagazine.com/articles/view/video-games/editorials/binging-indie/17163-Return-2-Games-Book-of-Demons-Casual-Mid-Core-Retro-Classics</link>
    </quote>
    <quote>
      <description>I cant wait to see the final product, play the other classes, and see just how well the core game loop of tackling dungeons with my own deck of cards holds up. I went into Book of Demons with zero expectations except knowing the looks from trailers. I cannot overstate how pleasantly surprised I was to find a full ARPG packed in this neat little $15 package.</description>
      <website>MMORPG.com</website>
      <name>William Murphy</name>
      <link>http://www.mmorpg.com/showFeature.cfm/loadFeature/11040/page/1</link>
    </quote>
  </quotes>

  <!--
    Need to link to a resource? A small product? An RSS feed? An OST?

    A press release?

    Put those here, in the `<additionals>` tag.

    **Optional.**
  -->
  <additionals>
    <additional>
      <title>[Rock, Paper Shotgun] Hack and Paper Cut: Book of Demons Is A Diablo Tribute</title>
      <description> Do you like coffee without cream? What about consumerism without guilt? Very well then, could I perhaps interest you in some nostalgia without disappointments, frustrations and huge time investments?
      </description>
      <link>https://www.rockpapershotgun.com/2016/03/15/book-of-demons-is-a-diablo-tribute/</link>
    </additional>
    <additional>
      <title>[The Escapist] Return 2 Games - Book of Demons - Retrological</title>
      <description> Book of Demons is something like a hack-and-slash on rails. Your movement is restricted to a simple branching path, and the combat is hilariously Diablo-like; click-to-kill. As you wander the path, enemies will approach you, then you click them to attack until they die. [...] It's the tiniest of mechanics, but it does wonders to keep the game from being unplayably simple.
      </description>
      <link>http://www.escapistmagazine.com/articles/view/video-games/editorials/binging-indie/17163-Return-2-Games-Book-of-Demons-Casual-Mid-Core-Retro-Classics#&amp;gid=gallery_6357&amp;pid=1</link>
    </additional>
    <additional>
      <title>[Xbox Wire] Book of Demons Hacks and Slashes onto Xbox One as a console exclusive</title>
      <description> We're proud to announce that Book of Demons, our upcoming deck-building hack and slash where it’s the player who decides the length of quests, will launch on Xbox One as a console exclusive!
      </description>
      <link>http://news.xbox.com/2016/04/22/book-of-demons-hacks-and-slashes-onto-xbox-one/</link>
    </additional>
    <additional>
      <title>[GameSpot] Exclusive Preview: Book of Demons</title>
      <description> Joey gives us an insider's view into Book of Demons, the first of seven titles in the Return 2 Games series. Check out this promising pop-up book, 90's style dungeon crawler.
      </description>
      <link>https://www.youtube.com/watch?v=RLluNzvyhA4</link>
    </additional>
    <additional>
      <title>[MMORPG] Book of Demons: Return to Classic Games with ThingTrunk’s Latest (game)</title>
      <description>Return 2 Games (Return2Games.com) is a new initiative by Polish developer ThingTrunk. Essentially, these guys are trying to reimaging classic games for a new audience, while paying homage and tweaking the design to make it their own.</description>
      <link>https://www.mmorpg.com/showFeature.cfm/loadFeature/11040/page/1</link>
    </additional>	
    <additional>
      <title>[Unwinnable] Book Of Demons Is A Delightful Jaunt Across Hell</title>
      <description>What’s immediately distinctive about the game is its paper cut-out visual style, from its heroes to the handcrafted look of its dungeons. This is a marked departure from the gloomy atmosphere Diablo was so known for. Book of Demons relishes in its more light-hearted and even comical tone, with its imposter Deckard Caine often trading quips with the phony Adria about how completely pointless the other person is </description>
      <link>https://unwinnable.com/2017/10/31/book-of-demons-is-a-delightful-jaunt-across-hell/</link>
    </additional>
    <additional>
      <title>[80.lvl] Book of Demons - Action RPG from Thing Trunk Studio</title>
      <description>Book of Demons is an action-RPG, with fresh approach to classic hack’n’slash mechanics and great papercut graphics. The game is set to be one of seven planned projects in Return2Games series.</description>
      <link>https://80.lv/articles/book-of-demons-action-rpg-from-thing-trunk-studio/</link>
    </additional>
    <additional>
      <title>[80.lvl] Book of Demons: The Search of the Art Style</title>
      <description> Book of Demons is a very peculiar action/RPG, which got a lot of press, but unfortunately did not become a massive hit on Steam. 80.lv talked with the team behind this game and discussed the peculiar art style, which tries to present 3d models, crafted in Blender, as moving origamis.
      </description>
      <link>https://80.lv/articles/book-of-demons-the-search-of-the-art-style/</link>
    </additional>
    <additional>
      <title>[Thing Trunk] Revealing your game can be a nightmare - an emotional postmortem of Book of Demons announcement</title>
      <description>Imagine for a moment that one day in your life you had an idea. The greatest idea of your life. And then suddenly, after a few years of hard, sometimes impossible work, you realize that you are quite close and you gain confidence in yourself. There’s just one problem – the last obstacle in your way is marketing, something different from the ones you tackled. Something you dreaded for all these years and foolishly hoped it wouldn’t come. It’s just like an almost impossible-to-beat end boss in a game and you just have one heart left…
      </description>
      <link>https://thingtrunk.com/bod-reveal-postmortem/</link>
    </additional>
  </additionals>

  <!-- ## About -->

  <!--
    An "About Your Company" section is automatically generated from the content of the company page.

    This <abouts> tag is completely **optional**. If you don't want this section, just delete it. But sometimes, you want to add a description for a partner.

    This is this the place to do it.

    For example, if you have a publisher, you can speak a bit more about it here.

    Most of the time, you should link that to the <partner> tag above, if you want to explain a partner a bit more. But you could use this section for other purpose.

    The <link> tag is optional.
  -->
  <!-- <abouts>
    <about>
      <title>Pixelnest Studio</title>
      <description>Pixelnest Studio is a small French studio which creates games, websites and apps. They made Steredenn, a roguelike-shmup in big pixels. They are also behind presskit.html, which you are probably using if you are reading this.</description>
      <link>https://pixelnest.io/</link>
    </about>
    <about>
      <title>Pizza Oven LLC</title>
      <description>This is a fake company to illustrate the fact that you can have multiple about tags in your product page.</description>
    </about>
  </abouts> -->

  <!-- ## Team & Contacts -->

  <!--
    This is for the product team.

    Add yourself, of course, but also your collaborators, freelancers and/or partners for example.

    The `<role>` tag can be anything you want. But we recommend to, at least, put the company name for the founders/employees. This will distinguish this person from the external collaborators.

    The `<website>` tag is optional.
  -->
    <credits>
    <credit>
      <person>Filip Starzyński</person>
      <role>Co-Founder / Producer / Future Sax Virtuoso</role>
    </credit>

    <credit>
      <person>Konstanty Kalicki</person>
      <role>Co-Founder / Senior Programmer / Creative Person</role>
    </credit>

    <credit>
      <person>Maciej Biedrzycki</person>
      <role>Co-Founder / Chief Game Architect / Strategy Overseer</role>
    </credit>

    <credit>
      <person>Krzysztof Rutkowski</person>
      <role>Programmer and Linux enthusiast</role>
    </credit>

    <credit>
      <person>Adam Buczek</person>
      <role>Web Developer and the artistic soul of the team</role>
    </credit>

    <credit>
      <person>Ignacy Ruksza</person>
      <role>Additional programming and console port fighter</role>
    </credit>

    <credit>
      <person>Małgorzata Jesionowska</person>
      <role>Level content creator. Feeds on functional bugs</role>
    </credit>

  </credits>

  <!--
    Add more contact information.

    Add links to your product social accounts, as well as mail specific to this product. And the website.

    For each item, pick one between a `<link>` and `<mail>` tag.
  -->
  <contacts>
    <contact>
      <name>Inquiries</name>
      <mail>[email protected]</mail>
    </contact>
    <contact>
      <name>Twitter</name>
      <link>
        https://twitter.com/thingtrunk
      </link>
    </contact>
    <contact>
      <name>Facebook</name>
      <link>
        https://facebook.com/thingtrunk
      </link>
    </contact>
  </contacts>

  <!-- All done! 🍾 -->
</product>

[0.6.1] Error parsing data.xml based on generated template

I'm using version 0.6.1 on Windows 10 64-bit, installed from Node.js.

My data.xml is based on the new company command's generated template. And, according to the recommended validator, it is valid. Yet, I'm seeing the following error on build:

Finding data…
There was an error during the parsing of `C:\presskitsource\data.xml`. Check that your XML document is valid.

Here's a zip file containing two data.xml that I tried (one full, and one trimmed).

Is that maintained?

Hello
Just wondering if you maintain the project?

Thanks and have a great day.

Building on Gitlab CI requires disabling thumbnails.

This is part issue, part information for others. :)

It took me quite a while to get our presskit to build on Gitlab CI. Apart from the problem that some packages seem to be outdated (no wonder, as it has not been maintained since 2019), the sharp package requires python and one of its dependencies requires make.

I got the project to build (and deploy, but that most likely will be different for most users) using this config:

image: nikolaik/python-nodejs:python3.9-nodejs14-alpine

stages:
  - setup
  - build
  - deploy

cache:
  paths:
    - node_modules/

install_dependencies:
  before_script: 
    - apk add --virtual build-dependencies build-base gcc
  stage: setup
  script:
    - npm i presskit

build_project:
  stage: build
  script:
    - npx presskit build --ignore-thumbnails
  artifacts:
    paths:
      - build/
  
deploy_project:
  stage: deploy
  only:
    - master
  before_script:
    - 'which ssh-agent || ( apk update && apk add openssh-client )'
    - mkdir -p ~/.ssh
    - eval $(ssh-agent -s)
    - '[[ -f /.dockerenv ]] && echo -e "Host *\n\tStrictHostKeyChecking no\n\n" > ~/.ssh/config'
    - echo "$SSH_PRIVATE_KEY" | ssh-add -
    - 'which rsync || ( apk update && apk add rsync )'
  script:
    - ls -la
    - rsync -hrvz --inplace --delete --delete-excluded build/* gitlabdeploy@HOST:/var/www/WEBSITE/presskit

However, I had to disable the thumbnail generation, as it silently failed the CI build. The runner reported a success, but no HTML files were generated:

$ npx presskit build
Starting directory: /builds/COMPANY/COMPANY-presskit
Finding data…
- company: "COMPANY" /builds/COMPANY/COMPANY-presskit/data.xml
- product: "PROJECT" /builds/COMPANY/COMPANY-presskit/PROJECT/data.xml
Generating HTML…
- "PROJECT" -> /builds/COMPANY/COMPANY-presskit/build/PROJECT/index.html
$ ls build/
PROJECT

After disabling thumbnail generation, it now runs as expected.
Hope this helps anyone.

Print stylesheet

Hi,

First, amazing & simple project!
Would it be possible to have a print stylesheet so it can be outputted as a PDF?

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