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View Code? Open in Web Editor NEWAn online Golden Sun Engine entirely built in HTML5 with Phaser 2. Check https://gshtml5.org/
Home Page: https://gshtml5.org/
License: MIT License
An online Golden Sun Engine entirely built in HTML5 with Phaser 2. Check https://gshtml5.org/
Home Page: https://gshtml5.org/
License: MIT License
While using the DialogManager, the avatar keeps opening and closing between dialog windows. In the game, this avatar keeps open throughout the dialog.
Today, a TeleportEvent can only be made between maps. Would be nice if we could teleport between places on the same map with the same fading effects.
Every time we need summon data, we access it directly from GoldenSun.dbs.summons_db
. Even though it's working, would be nice to have a Summon class where its instances would be listed inside GoldenSun.info
. In the future, when adding summons dynamically, this new Summon class will be helpful.
the E key only casts growth if Isaac has the psynergy
I think people will be more interested in testing this neat re-implementation and maybe collaborate with some code if you show the current state of this reimplementation in the README.
When talking to a NPC, both hero and NPC immediately turn to the conversion direction. The direction should transit to the final one.
It seems that it's running slow on firefox.
hi, jjppof, ( I do not know if you can see this message, if you could, please reply to me when you have a chance)
first, I would like to appreciate people like you to make this GS engine, although based on our Demo, there still plenty that we could do. A bit about me, I was one of the fan of our GS, and after played the GS Generation 3, I felt the story leftover so much to tell us. And personally, I enjoyed play gen 1st and 2nd much more then gen 3nd.
For me, the most fancinating part of GS is the mechanism of PSYCHIC AND DINJIN, I was always look for if there is a game like it, but so far, no luck. So I started to wondering if it is possible that we could do something to rebuild even partially of the GS ( Again, thanks for making the GS engine, it is amazing.)
I was currently working on Computer science degree on a 4-year school ( I did have some prior programming experience for c and c++, but very little for HTML5 and JavaScript)
so I download the HTML5 ( again, not so familiar with it), so I ran it, it gave a web address, when I loaded it in my Chrome, it gave me exactly same web page like the Demo.
With all my respect, Is that all we have currently? ( I know you are not going to make the animation or map, but is it possible for people who interested at this to make it by ourselves by making use of what you provided here? If so, where should we get started? Do we need to have some JavaScript in order to do it? // if so, let me know, I could self-taught some JavaScript during my leisure time.
Some specific windows are not showing in this circumstance. Shop example:
Something similar happens to Battle Menu:
But before migrating to the new menu/buttons system, it used to work:
Got to this old commit 996957d for reference.
Some debug features can be activated before the game load is complete, then causing the game to crash.
Shop horizontal menu is squeezing when doing the following:
(Please note that the description window is also hiding, but it's another issue).
This behavior does not happen on the Main Menu and Battle Menu:
Today we set tile by tile inside "allowed_tiles" property. Would nice to be possible to set some kind of range to make this set easier.
Hello @jjppof ! I absolutely LOVE this! PLEASE keep up the GREAT work! <3
Second, PLEASE make it Phaser 3!
When battling cant flee or watch stats also when i was in battle it soft locked. (Couldn't skip the text)
When going behind the shop the shadow goes in front of you.
Move soft locked the game. And the fps isn't stable.
I don't know if any of these helped but there you go!
Implement the game audio engine.
When using an item during battle (e.g. Herb), the item is not being consumed.
Implement the game Inn system.
It seems to be a subpixel precision problem.
Current configs:
//index.js
game.antialias = false;
game.stage.smoothed = false;
game.camera.roundPx = true; //floor rounding
//initializers/hero_control.js
game.camera.follow(data.hero, Phaser.Camera.FOLLOW_LOCKON, numbers.CAMERA_LERP, numbers.CAMERA_LERP);
follow
reference.
roundPx
reference.
Jitter still happens when manually updating the camera:
//disabling follow and roundPx
const camera_pos_x = Math.floor(data.hero.body.x - (numbers.GAME_WIDTH >> 1));
const camera_pos_y = Math.floor(data.hero.body.y - (numbers.GAME_HEIGHT >> 1));
game.camera.setPosition(camera_pos_x, camera_pos_y);
Setting game.camera.roundPx
and game.renderer.renderSession.roundPixels
to false
solves the jitter for the hero and map, but adds jitter to the NPCs.
* @method Phaser.Physics.P2.Body#postUpdate
and * @method PIXI.WebGLSpriteBatch#render
can be edited to set sprite position.
Used in shop and healer menus
Typescript migration was done with minimal resources to doesn't make the project crash. Many improvements can be done in order to have better typing like defining types for functions arguments and better protecting attributes ( use of private, protected and public), for instance.
The battles worked fine for me the first few times I tried, and now it just freezes when it reaches Sheba's turn (she's the first to attack). It says she used whatever it is you tell her to do (I used Attack) but then the game just soft locks and doesn't go anywhere. The idle animations still play for everyone though.
Somehow... I can be facing down/left while moving downward but not leftward... kinda hard to do.
And you can face left move downward too. (If you use up and down arrows instead of left or right and down arrows.)
In general, whichever key you push first is the direction you go in, and the second key (of other three arrows) affects direction you face.
When talking to shop NPC from its back, it should start a dialog and not the shop.
All the data checks done when creating TileEvents child classes (TeleportEvent, SpeedEvent ...) instances on Map.ts should be done inside theirs ctors.
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