WebStory Engine - A Visual Novel Engine for the Web

For discussion and support of other visual novel engines.
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planktheory
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Re: WebStory Engine - A Visual Novel Engine for the Web

#91 Post by planktheory »

Thanks for the update to 0.3.2! It will help me immensely!

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Re: WebStory Engine - A Visual Novel Engine for the Web

#92 Post by aister »

hello there,

first I have to say, I'm impressed. Compatibility is one of my headache when coding a game, and making the engine to be based on website with xml is a perfect solution.

I do have some question though, is there a way to make the save files to be stored somewhere, so that the player can load it even after they refresh, or reload the page? The VNs I'm doing is quite long, so having this feature will really help.

I wanted to make it stored either in cookies or database (with their username and stuffs), but this is probably the first time I touch xml or module pattern javascript, so I don't know how.

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Re: WebStory Engine - A Visual Novel Engine for the Web

#93 Post by kuri_chii »

cool and easy :3

arigatou!
The best way showing your feelings is to write Novel Stories :3
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C7N
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Re: WebStory Engine - A Visual Novel Engine for the Web

#94 Post by C7N »

@kuri_chii: Glad you like it!

@aister:

I don't know if I understand you correctly. There already is a savegame system. It currently stores savegames in the localStorage of the browser, so refreshing or reloading the page shouldn't be any problem.

Storing it somewhere else is a little difficult at the moment. You would need to write another datasource object for that, but unfortunately the API is synchronous, so loading from a server is a little awkward. Good point though, that'll have to be changed in one of the next versions of the engine.
WebStory Engine - Visual Novel Engine For The Web:
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Re: WebStory Engine - A Visual Novel Engine for the Web

#95 Post by destiny_921 »

This is...

EXACTLY what I was looking for.

I was looking for another way to do presentations instead of Power-point. Now I can branch off and stuff using this instead of having to download an engine. And also: no need to take up RAM space!

Much thanks! :D
“Think left and think right and think low and think high. Oh, the thinks you can think up if only you try”
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Re: WebStory Engine - A Visual Novel Engine for the Web

#96 Post by MUKUDORI »

Hey, there. Sorry to bump a thread that's been inactive for over a year, but I can't seem to register on the iiYO forums and ask my question there.

Can anyone explain why imagepacks are grossly misaligned (offset from the left) in Firefox, while rendering perfectly on Chrome and -- gasp! -- IE? I've been wondering how to fix this for days now, but I'm too much of a noob to figure it out myself.

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Re: WebStory Engine - A Visual Novel Engine for the Web

#97 Post by C7N »

Hi Mukudori!

Sorry, I didn't look at the applications in the forums for some days. Memberships need to be approved because of all the spam bots. You should now be able to write in the forums.

Regarding your question: I'm not sure if I have seen this problem before. I know that since recent versions of Firefox and Chrome there seems to be some flickering with images going on but I don't know what's causing it yet. I suppose this isn't what you mean? Would be nice if you could show me an example WebStory so I can have a look at it. Thanks.
WebStory Engine - Visual Novel Engine For The Web:
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Re: WebStory Engine - A Visual Novel Engine for the Web

#98 Post by Karl_C »

Hm, I just read a report about Firefox OS, a new OS for smartphones and tablets. As far as I understand, it seems to be based on JavaScript and HTML5 too.

Did anybody tested 'WebStory Engine' in the Firefx OS Simulator already?

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Re: WebStory Engine - A Visual Novel Engine for the Web

#99 Post by C7N »

Hey guys, just a quick heads-up: It's been a while but there's now been a new release for WebStory Engine: Version 2015.10. Yep, versioning scheme has changed as well.

New stuff:

- A "while" command for looping a series of commands
- A "with" command (similar to "switch" in some programming languages)
- A "set_vars" command to set many variables at once
- Attributes can now contain variables
- Assets and the "move" command now can have anchors for x and y
- Textboxes can now be styled differently depending on the current speaker

Also, for anyone interested in the under-the-hood stuff or developing extensions:
WSE now uses a JavaScript module loader instead of a global "namespace object".

We also switched the forum software to MyBB because, well, Vanilla forums pretty much sucked.

I hope the changes are useful to some of you! :)

Release thread:
https://iiyo.org/thread-425.html

Download:
https://github.com/iiyo/WebStory-Engine ... v2015.10.2
WebStory Engine - Visual Novel Engine For The Web:
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Re: WebStory Engine - A Visual Novel Engine for the Web

#100 Post by C7N »

New version 2015.11 released!

You can now test your VNs locally without a server (if you embed the XML in the HTML file) and it's now possible to define a custom loading screen in the XML.

Official release thread here:
https://iiyo.org/thread-426.html

Grab your copy here:
https://github.com/iiyo/WebStory-Engine ... v2015.11.1

Have fun! :D
WebStory Engine - Visual Novel Engine For The Web:
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Re: WebStory Engine - A Visual Novel Engine for the Web

#101 Post by C7N »

New version 2016.7 with some exciting new features is here!

It's been over half a year since the last release, but it's finally here and includes some new features which hopefully make the engine much more pleasant to use:
  • A new syntax for writing stories! It's arguably much more readable than XML and less cumbersome to write.
  • You can now split your story into multiple files, making it easier to write larger games.
  • The effect for revealing text has been rewritten. Text now doesn't suddenly wrap when the last word on a line doesn't fit.
  • There's a new "composite" asset which allows grouping images together and showing more than one of its images at a time based on a list of active tags on the asset. (Thanks to SakeBento for the suggestion!)
These changes basically mean that writing the story itself now looks like this:

Code: Select all

. scene #start :
    . tag @cecile, add "base, neutral"
    . show @background, :1000
    . wait
    
    . show @cecile
    . show @textbox
    . wait
    
    (( c: Hi, I'm Cecile. ))
    
    . tag @cecile, add smile, remove neutral
    (( c: I'm rather excited to tell you what has happened to me recently! ))
    
    . goto scene foo
--

. scene #foo :
    <!-- ... -->
--
Read more about the release here:
https://iiyo.org/thread-437.html

Or just download it from here:
https://github.com/iiyo/WebStory-Engine ... /v2016.7.1

Hope the new stuff will be useful for some of you!
WebStory Engine - Visual Novel Engine For The Web:
http://lemmasoft.renai.us/forums/viewto ... =4&t=16722

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Re: WebStory Engine - A Visual Novel Engine for the Web

#102 Post by C7N »

New release 2017.1.1!

You can get it here:
https://github.com/iiyo/WebStory-Engine ... /v2017.1.1

Changes (compared to the last release mentioned here):

Improvements:
  • "yes" and "true" are now both considered truthy attribute values and can be used interchangeably
  • Custom data sources can now be used (#27)
  • Default textbox style changed
Bug fixes:
  • Fix italic text (issue #28)
  • Fix shake effect (issue #29)
  • Fix wrong attribute values in audio tests
This is also the first release to ship with the documentation included in HTML format!
WebStory Engine - Visual Novel Engine For The Web:
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2_an
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test of criticism

#103 Post by 2_an »

Hi all.

I think it's fair to start with the praises, since it should not be easy to create the whole structure to build games. My congratulations for your work.

Been testing these days your WebStory. Found some points in favor

1. If you get used to the syntax a bit, you see that the possibility of moving photos, including text, something very basic in the narrative of visual novels, you have achieved it. It is possible to narrate something with your system.

2. Another point in favor is that it does not take up much space, only about 4 folders. Obviously, the "asset" folder will depend on the scope of the game.

3. The possibility of using html format in the texts, as well as in the name of the character that appears in the texbox is another interesting point in their favor.

In any case, you will agree with me that you still have enough aspects to improve. From my humble opinion I can provide you with some ideas that surely you have already considered.

====

But first, let me tell you the negative aspects.

1. In relation to multimedia, it is very weak. Does not allow video, gif ..
In the case of audio, it forces you to use two different formats for each track.

2. The textbox, are very basic. They would earn a lot if they had the option of allowing not only the character's name, but a picture of each character that speaks.

3. The Xmugly language, in the editors, like the visual studio code, is very off, too flat, I miss the colors that are seen in jEdit with renpy files (for example)

4. Finally, another section that has given me a headache is confusion regarding the variables. I did not manage to use a single variable. I do not know if it is possible to use variables.

5. The alert messages, the prompt..etc, are sad and abrupt.

==

For all this, allow me to propose some options for the future


1. the use of the variables must be something that is clear. A visual novel depends a lot on the variables. Without variables it is difficult to create ramifications (you understand me)

One possibility that occurs to me may be to create something in the asset file such as:

. VAR money 4, love 3 ..

and then in the game file, use them with another symbol, type
$ money, $ love ... etc

And for the end, THE MOST IMPORTAN!!, in my opinion .
I think is what can make a difference in creators like you or monogatari.
Which by the way, is also the main cause why I'm interested in your game.
They should provide a simple way and explain step by step the process of how to upload a game to the internet.
I think if they do this part well, even if your game system has fewer options than others, it will end up being very used

But the process to publish on the internet is not very clear. They do not offer much information about it. I think you speak to people with advanced knowledge, and forget that many users(like me) do not have as much knowledge.

Please, make the process of uploading games to the internet simple, and you will win a lot !



Observed in you have a website with games, some still work.
How can you upload?

PS: I do not have much knowledge in web servers, although I can use google drive, I do not know how to do anything else.

===
Sorry if

1. my comment is an unconstructive criticism.
2. maybe, too long.
3. rare writing (my native language is not English)

regards

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C7N
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Re: WebStory Engine - A Visual Novel Engine for the Web

#104 Post by C7N »

Hi 2_an,

thanks for the suggestions, most of which are very valid points. I‘m afraid they come too late though. As stated on both the website and the GitHub readme, I abandoned the WebStory Engine project some time ago, so it will not get any updates unless someone decides to take over and continue development.
WebStory Engine - Visual Novel Engine For The Web:
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2_an
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Help me, please !!

#105 Post by 2_an »

That's a sad news, although your reasons will have..

As for my question, could you help me,please?

I make a game, then I copy all the folders ,and the index file, and I download them in my google drive account.

I tried to create an entry in my blogger, with a link to my google account where I have the index.html.
But when you click, the html code appears and not game.

Ok, my Plan B, has been copying the code the index.html

And replacement <script src = engine/WebStoryEngine.js"></script>

By <script src = https://drive.google.com/ ... (blablabla)/engine/WebStoryEngine.js"></script>

Then I publish it in blogger as an entry .. But it does not work?

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