Fight for Hearts

Getting your cartoon and your game out into the world

Some of this the site does for you right now. Some of it needs a company account and a signature. Here is the honest split.

1. Put your cartoon on YouTube — works today

  1. Build your scenes in the storyboard maker and press Save.
  2. Want a specific length? Open Make it feature length, type the number of minutes, and press Fit runtime. Every scene stretches or shrinks to land exactly on that total.
  3. Go to Play & Export, pick a quality, and press Export video.
  4. The whole cartoon records in your browser and downloads as a video file. Recording happens in real time — a one-hour cartoon takes about an hour, so leave the tab open and the screen awake.
  5. Open youtube.com/upload, drag the file in, and publish.
The exported video has no soundtrack. If you want music or narration, add it in YouTube's editor after uploading, or in any free video editor before you upload.

Exporting from a phone

In-browser recording needs Chrome, Edge or Firefox — Safari on iPhone will not do it. On an iPhone, play the cartoon full screen and use the built-in Screen Recording control instead; the result uploads to YouTube the same way. Or export on a computer and it will be a cleaner file.

2. Make it work like an app on every phone — works today

The whole site is installable. Once installed it opens full screen with no browser chrome, keeps a home-screen icon, and still runs with no internet connection.

Presentations and the game both scale to the screen they are on and respect notches and rounded corners, so the same link works on every phone you hand it to.

3. Playing with a controller — works today

The game reads any gamepad your browser exposes. Pair a Switch Pro Controller or a set of Joy-Cons to your phone, tablet or computer over Bluetooth and they will drive the game: left stick or d-pad to walk, A/B/X/Y to throw a fireball, right stick to aim.

4. The Apple App Store — needs an account and a native build

A website cannot be submitted to the App Store as-is. Apple requires a native app package. The realistic path:

  1. Enrol in the Apple Developer Program (currently a paid yearly membership).
  2. Wrap this site in a native shell — Capacitor is the usual choice and would take this codebase almost unchanged.
  3. Build and sign it in Xcode, which needs a Mac.
  4. Create the listing in App Store Connect: icons, screenshots, description, age rating, privacy answers.
  5. Submit for review. Expect questions if the app is judged to be "just a website" — Apple rejects thin wrappers, so the game and offline support matter here.

None of those steps can be done from inside this project, because they all require your Apple account and your legal identity. Installing to the home screen gets you the same day-to-day experience with none of that.

5. Nintendo Switch — needs a developer licence

The Switch has no general-purpose web browser and no way for players to open a link, so a website genuinely cannot run on it. Publishing a game there requires:

  1. Approval as a licensed Nintendo Developer, which means applying as a company and signing an NDA.
  2. Access to the official devkit and hardware.
  3. A native port — the game logic here would transfer, but it would need to be rebuilt in an engine with a Switch target, such as Unity or Godot.
  4. Passing Nintendo's certification process before release on the eShop.

That is a real project with a real cost, and it starts with the licence application rather than with code. Until then, a Switch controller paired to a phone is the closest thing that actually works.

Back to the storyboard maker