I think this is fantastic. I'd love to help with the code as I'm an avid Node.js/Phaser developer. Want any help?
Now with some bugfixes (click on quickmenu, load issues) and with Visual Choices!
RenJS is a new videogame engine for making Visual Novels that run directly in the web browser. Based on Ren'Py and powered by PhaserJS, it's easy to use and easy to extend.
In this tutorial game, made with RenJS itself, you can learn the basics to start writing your own game.
Play it in the browser and don't forget to grab the code from https://gitlab.com/lunafromthemoon/RenJSTutorial
Currently working on the official documentation (you can find an incomplete version here: https://lunafromthemoon.github.io/RenJS/) and open to feature suggestions.
* Sometimes weir things happen in chrome, not fully tested yet.
* In game spritesheet animation
- Update47 days ago
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Hey! It'd be cool! If you want you can fork the project in gitlab and then we'll review it! Right now I'm trying to concentrate in documenting the whole thing.
Great work, but the tutorial is buggy.
1. Using Chrome, the settings/save/skip/auto buttons don't respond to mouse clicks, instead it overlaps with the normal click-to-continue operation. In Firefox it responds better.
Thanks for the feedback, I'll check the issues.
Hey, I thought I answered this already but now I can't seem to find the comment. I updated the code here and in the repo. Chrome seems to still be randomly weird about clicks, but the issue in Firefox is fixed. Thank you very much for your feedback.
Thanks for the update. Is it easy to implement side images (the smaller image near the dialog box) in the current engine?
you mean the quick menu with the save and settings buttons? you just load each button image, that can have up to 3 frames for normal, pressed and hover, and you can change it's location to wherever you like in the screen. it's part of the hud configuration in the gui file.
I meant the smaller character portraits, usually on the left side of the dialog box. But if the quick menu buttons use the same concept I'll think about doing that. Thanks!
Oh, yes. I think the easiest way to implement that is to make a character with the image as the portrait itself, then it's just a matter of calling them like a normal character in a special position (where you want the portrait to be located). Is there anything weird you think might happen if you use a normal character?