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VNJSn Interpereter


Engine Info  

9 members have voted

  1. 1. What should the engine be named?

    • EINI - Embeddable vIsual Novel Interpreter
      0
    • HANE - Hypertext visuAl Novel Engine
    • HANI - Hypertext visuAl Novel Interpreter
      0
    • EINEN - Embeddable vIsual Novel ENgine
      0
    • JUNE - Javascript visUal Novel Engine

This poll is closed to new votes


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VNJSn Interpereter

 
Features:
  • Uses the VNDSN Scripting language, an expanded version of the VNDS scripting language with full backwards compatibility.
  • Works with any resolution
  • Script syntax checking built into the engine
  • Full support for sounds, sprites, backgrounds etc.
Some new features in the VNDSN Scripting Language:
  • Video playback support.
  • Subroutines.
  • A stack for storing data.
  • motion animation.
Browser Compatability:
  • Google Chrome - Full Support
  • Mozilla Firefox - Full Support
  • Vivaldi - Full Support
  • Maxthon Cloud Browser - Full Support
  • SRWare Iron - Full Support
  • Opera - Partial Support (cutscenes don't work)
  • Konqueror - Partial Support (cutscenes don't work)
  • Microsoft Internet Explorer - No Support (causes IE to crash)
  • Microsoft Spartan - Untested (this browser is the replacement for IE in windows 10)
  • Apple Safari - Untested
Screenies:

Backgrounds:


aFMX5sH.png


 
Sprites:


7iZPakk.png



Cutscene Support (please forgive the tearing this screenshot was taken on linux):


AWyWMja.png



Download:
VNJSn public release

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So i'm putting the naming of the engine up for a vote, suggestions are welcome too, the current potential acronym/name combos are:

  • EINI - Embeddable vIsual Novel Interpreter
  • HANE - Hypertext visuAl Novel Engine
  • HANI - Hypertext visuAl Novel Interpreter
  • EINEN - Embeddable vIsual Novel ENgine
  • JUNE - Javascript visUal Novel Engine
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Hey mate, I think you are re-inventing the wheel a bit here. Have you looked at doing a pure javascript approach with a technology stack already appropriate for 2D games?

 

I slapped together a pretty good engine for an ero RPG game using Backbone, Underscore and Crafty for 2D/canvas support (has events, sound, user storage, component models, tweening, layering, etc).

 

The component model in particular is nice as it allows for a level of polymorphism and event bubbling in javascript that is very handy for games.

 

Some screens (all assets are just stolen from the web because this is a proof of concept engine):

(NSFW)

http://i.imgur.com/hsJemBn.png

http://i.imgur.com/Xdy2J7x.png

http://i.imgur.com/Vj8taHm.png

http://i.imgur.com/1GajayB.png

http://i.imgur.com/4tLShry.png

http://i.imgur.com/pi6vtWa.png

Edited by Down
NSFW content
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Hey mate, I think you are re-inventing the wheel a bit here. Have you looked at doing a pure javascript approach with a technology stack already appropriate for 2D games?

 

I slapped together a pretty good engine for an ero RPG game using Backbone, Underscore and Crafty for 2D/canvas support (has events, sound, user storage, component models, tweening, layering, etc).

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I actually saw ThatPlayer's javascript VNDS interpereter, my engine does essentially the same thing but in a more efficient and organized way and with more features and better support of the VNDS script format. ThatPlayer's interpereter doesn't have complete support for the original VNDS scripting language because ThatPlayer abandoned the project if i remember correctly. I'll definitely talk to him though and get his opinion.

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  • 1 month later...

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