Author Topic: Chrono Trigger HTML5 Engine?  (Read 2881 times)

fernandoc1

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Re: Chrono Trigger HTML5 Engine?
« Reply #15 on: January 03, 2013, 07:57:52 pm »
Of course TexturePacker works.
I have cloned it's process, for packing images in a single one with the JSON descriptor, in my little application.

The only problem that I see with TexturePacker is that it is proprietary and the free version not always work as expected in the tests that I made with it.

Schala Zeal

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Re: Chrono Trigger HTML5 Engine?
« Reply #16 on: January 03, 2013, 07:59:51 pm »
Hmm... Where do I download yours?

fernandoc1

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Re: Chrono Trigger HTML5 Engine?
« Reply #17 on: January 03, 2013, 08:01:37 pm »

Schala Zeal

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Re: Chrono Trigger HTML5 Engine?
« Reply #18 on: January 03, 2013, 08:29:25 pm »
Is the whole tool in the page source? I was hoping to save it in case something ever happens to Dropbox. I'm a cloud skeptic.
« Last Edit: January 03, 2013, 08:59:20 pm by Schala Zeal »

fernandoc1

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Re: Chrono Trigger HTML5 Engine?
« Reply #19 on: January 03, 2013, 09:03:12 pm »
Just save the page locally. The code is bundled in the page.
Dropbox is very reliable.

Schala Zeal

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Re: Chrono Trigger HTML5 Engine?
« Reply #20 on: January 03, 2013, 09:49:40 pm »
I know... I just get paranoid about entrusting my possessions to others. Friends can damage your stuff, just as cloud services can get hacked or something.

BTW, did you code Packer in JS, or Dart compiled to JS?
« Last Edit: January 04, 2013, 02:57:02 am by Schala Zeal »

fernandoc1

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Re: Chrono Trigger HTML5 Engine?
« Reply #21 on: January 04, 2013, 06:24:32 am »
Since that tool is only a script for doing the task, I had written it directly in Javascript.

Schala Zeal

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Re: Chrono Trigger HTML5 Engine?
« Reply #22 on: January 04, 2013, 08:10:59 am »
I tried learning JS, but the syntax just makes me bloody confused. Though, Erlang and Lisp takes the cake in terms of confusion.

fernandoc1

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Re: Chrono Trigger HTML5 Engine?
« Reply #23 on: January 05, 2013, 11:35:00 am »
Chrono lives on the Open Web!!!
Here is a link for a running with him around in a HTML5 Canvas.

http://dl.dropbox.com/u/23586678/releases/chronium/Chronium.html

There is fully opensource stack of code implied in that implementation, and that is something that makes this unique.
No plugins are required.
You will be able to run that on whatever platform that is compliant with the open standards of the web.

Schala Zeal

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Re: Chrono Trigger HTML5 Engine?
« Reply #24 on: January 05, 2013, 02:13:25 pm »
Sweet!

fernandoc1

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Re: Chrono Trigger HTML5 Engine?
« Reply #25 on: January 05, 2013, 02:41:19 pm »
It's opensource and I had forgot to put the source code:
Here it is: http://dl.dropbox.com/u/23586678/releases/chronium/Chronium.dart

Schala Zeal

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Re: Chrono Trigger HTML5 Engine?
« Reply #26 on: January 05, 2013, 02:45:31 pm »
I know, I just viewed page source and went from there.

fernandoc1

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Re: Chrono Trigger HTML5 Engine?
« Reply #27 on: January 05, 2013, 03:27:19 pm »
So, the first step is taken.
I would like to know if somebody else is interested in helping develop a Chrono Trigger like engine.
My idea is to create a sample with characters and graphics that do not belong to any commercial game only as an example of the capabilities.
This engine would be easily converted to a Chrono Trigger game, by only replacing the Charset.
In this way, Chrono compedium can endorse the development without incurring in the risk of being sued by anyone.
There will be no code or graphics copied from Square-Enix or any other publisher.
I'm planning to rely on content available at: http://opengameart.org/.
So, if anyone gets any interest, please, let me know.
And don't forget to call your friends to join this project.