QuestJS
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A major re-write of Quest that is written in JavaScript and will run in the browser.
Hi, Pix. I had some ideas for adding mobile breakpoints to style.css, so I forked the project and did some revisions. I'm new to GitHub so am not sure if...
Here is the template for limited-used items that I mentioned in the previous ticket. I tried to dissociate it from ranged weapons, so it might need a couple of tests...
Recently, the game interface started becoming less accessible. I will make various small improvements, such as giving accessible labels for icons, making more clear if text is cklickable (by using...
I really like the idea of your engine. And the way it is being developed. The truth is that we are a little short of some beautiful website, with beautiful...
Doing the tutorial, at the point where you get the NPC to charge the torch, I give the command `Lara, follow` and the game responds `Lara nods his head.`, though...
I really like your framework. In terms of ideas and possibilities. As for the implementation, we can find fault with everything and always, so we won’t talk about it now....
Hello Pix, I experiment this week-end on your RPG module. I thought that mixing what I had worked in my previous project with your LIMITED_AMMO_WEAPON would be interesting. As it...
When the "game" object has custom attributes in Quest 5, the convertor does not translate them. I'm assuming that this is something the "Settings" button should do in the convertor?...
When an object in Q5 has the type "Object and/or room", the object is translated to utilize `createItem()`. When this happens, room-specific tabs (Room, Light/Dark, Map, Exits, Scripts, and Inventory)...
The following error occurs after game conversion: > _io.js:684 Uncaught TypeError: Cannot read properties of undefined (reading 'hasExit') > at endTurnUI (_io.js:684:27) > at io.init (_io.js:1689:3) > at HTMLScriptElement.scriptOnLoad (_settings.js:213:10)...