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View Code? Open in Web Editor NEWA visual novel engine for the web
Home Page: http://webstoryengine.org
License: Other
A visual novel engine for the web
Home Page: http://webstoryengine.org
License: Other
Some "wait" commands may be ignored when the user clicks on the stage or hits a key bound to "next" really fast. This is especially bad on choices, because commands following the choice may be executed when nothing has been clicked on the choice menu yet.
This bug needs to be fixed before releasing the next version.
The typewriter effect on textboxes, introduced in the 0.3 branch, takes time waiting for multiple whitespace characters in a row which looks really awkward.
Multiple whitespace characters should be replaced with a single space character before starting the effect.
When using the "shake" command like this:
. shake @backgrounds, dx 20
The game crashes with this error:
Uncaught TypeError: transform(...).then is not a function at Imagepack.DisplayObject.shake (WebStoryEngine.js:14002) at Interpreter.runCommand (WebStoryEngine.js:11754) at Interpreter.next (WebStoryEngine.js:11601) at WebStoryEngine.js:11593 DisplayObject.shake @ WebStoryEngine.js:14002 Interpreter.runCommand @ WebStoryEngine.js:11754 Interpreter.next @ WebStoryEngine.js:11601 (anonymous) @ WebStoryEngine.js:11593
It only happens when dx or dy have a value (that is, when using shake actually tries to do something)
Minimal test is:
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<ws>
<settings>
<stage width="900px" height="636px" id="Stage" create="yes" center="yes" />
<triggers/>
</settings>
<assets>
<audio name="music" loop="true" fade="false" autopause="true">
<track title="main_menu_music">
<source href="game/main.mp3" type="mp3" />
<source href="game/main.ogg" type="ogg" />
</track>
</audio>
</assets>
<scenes>
<scene id="start">
<set asset="music" track="main_menu_music" />
<play asset="music" fadein="100"/>
<break/>
<restart/>
</scene>
</scenes>
</ws>
The documentation doesn't state how people can help improve WebStory Engine.
The documentation should contain the following information:
Currently assets use WSE.tools.getUniqueId() to obtain a unique ID which enables them to identify their elements on the stage as well as their potion of a savegame.
The assets get their unique IDs in the order in which they appear inside the WebStory. When the developer changes the order, e.g. by adding an asset between two existing assets, savegames made before adding the asset break.
Proposed solution: use the name of the asset instead of a unique ID - the name should be unique anyway.
It is related to fades and reproduces with code like this:
<stop asset="music" fade="true" fadeout="1000"/>
<wait />
<set asset="music" track="badass" />
<play asset="music" />
If you wait long enough, everything is Ok.
If not, fadeout is not cancelled and new track fades out and stops, lol.
This should be fixed with pull request #22
Currently the data source used for savegames and persistent vars is hardcoded and cannot be changed. The engine user should be able to write their own data source and use it with the engine.
When using a var command inside a choice command, any ifvar or ifvalue attributes are ignored.
This was fixed with release 0.3.2.
If you wrap your text with <i>
and </i>
in line commands, you would expect it to appear as italic, but it doesn't.
This seems to be because the default stylesheet resets it.
A command line interface for WebStory Engine would make it easier for engine users to manage their projects.
The CLI should ideally have commands for the following common tasks:
When an asset's restore() method throws an Error, loading the savegame fails. This is the case when restoring an audio asset in version 0.3.0.
This was fixed with version 0.3.1.
I just forked the master branch, but should I instead fork the 0.3 instead?
In recent versions of Opera, the text on buttons in the UI dialogs alert, prompt and confirm gets not shown.
To replace MO5, we need to switch from MO5.Animation to transform-js or something similar. For this to work, transform-js must be extended or another library must be built on top of it.
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