html5 – KonsolScript http://konsolscript.sourceforge.net/web The Free and Open Game Programming Language Tue, 12 Sep 2023 06:45:13 +0000 en-CA hourly 1 https://wordpress.org/?v=6.3.1 Kage v0.2.200330 released! http://konsolscript.sourceforge.net/web/2020/04/01/kage-v0-2-200330-released/ http://konsolscript.sourceforge.net/web/2020/04/01/kage-v0-2-200330-released/#respond Wed, 01 Apr 2020 14:39:24 +0000 http://konsolscript.sourceforge.net/web/?p=1249 Yes. An actual release. Not an April Fool’s.
kagestudio_v0.2.200330_win64.zip

And I kid you not, this release is packed with 65 CHANGES mostly related to Timeline Pane.

Source code is available via SVN, at SourceForge.

As a quick preview, here’s a timelapsed screencast of me illustrating a frame from Japanese Anime, Your Name (Kimi no Na wa).
Screencast of Illustrating Kimi no Nawa

With the help of my kids and nieces, I was able to do heavy testing and we were able to identify 16 bugs, 12 missing functionalities needing urgent implementation, and 12 optimizations, which were all fixed/implemented/optimized on this release.

As well as fixes of 6 Bug Reports; implementations of 15 Missing Functionalities; and lots of code clean-ups.

Please note that despite all these changes, Kage is still under Alpha Release.

~ceek23

Changelog:
– Fixed Issue #9 – https://sourceforge.net/p/kage/tickets/9/
– Fixed Issue #24 – https://sourceforge.net/p/kage/tickets/24/
– Fixed Issue #15 – https://sourceforge.net/p/kage/tickets/15/
– Fixed Issue #16 – https://sourceforge.net/p/kage/tickets/16/
– Fixed Issue #20 – https://sourceforge.net/p/kage/tickets/20/
– Fixed Issue #26 – https://sourceforge.net/p/kage/tickets/26/
– Implemented Issue #12 – https://sourceforge.net/p/kage/tickets/12/
– Implemented Issue #14 – https://sourceforge.net/p/kage/tickets/14/
– Implemented Ticket #18 – https://sourceforge.net/p/kage/tickets/18/
– Implemented Ticket #19 – https://sourceforge.net/p/kage/tickets/19/
– Implemented Workaround for Issue #25 – https://sourceforge.net/p/kage/tickets/25/
– Implemented Issue #27 – https://sourceforge.net/p/kage/tickets/27/
– Implemented Issue #29 – https://sourceforge.net/p/kage/tickets/29/
– Implemented Issue #30 – https://sourceforge.net/p/kage/tickets/30/
– Implemented Issue #32 – https://sourceforge.net/p/kage/tickets/32/
– Implemented Delete Layer (Issue #34 https://sourceforge.net/p/kage/tickets/34/)
– Implemented Issue #35 – https://sourceforge.net/p/kage/tickets/35/
– Implemented Issue #36 – https://sourceforge.net/p/kage/tickets/36/
– Implemented Issue #37 – https://sourceforge.net/p/kage/tickets/37/
– Implemented Issue #38 – https://sourceforge.net/p/kage/tickets/38/
– Implemented Issue #39 – https://sourceforge.net/p/kage/tickets/39/
– Fixed Timeline->Play
– Fixed items in Properties Pane showing upon opening KSF file
– Fixed missing icon to “Straighten”
– Fixed ffmpeg missing but Export AVI still proceeds to generate PNG Sequence having no AVI in the process
– Fixed layer renaming via double-clicking where rename dialog pops-up when double-clicking via visibility/lock icons
– fixed zoom issue where shapes on hidden layer are deleted
– fixed zoom issue where selected layer is not synchronized to frame
– fixed exporting PNG/AVI where only one layer is rendered
– fixed exporting AVI where file already exists and Kage Studio freezes
– fixed exporting HTML5/KS locked/hidden layers are not exported
– fixed Undo/Redo where layer is locked/hidden
– fixed Delete Layer when only one item is remaining
– fixed top layer not rendering when drawing/modifying shape
– fixed message when saving/exporting failed
– Fixed scrolling of Layers/Frames
– Fixed Node Properties Pane not showing
– Implemented use of GResource
– Implemented workaround for “FIX inability to select Frame 1 due to HPane” since, newer HPane-handling problem isn’t present no Ubuntu
– implemented Extend Frame
– implemented Shift/Control Zoom to Zoom-out
– added toBoolean in StringHelper
– added setCurrentLayerByID for use of KageFrame via KageFrameManager->Kage
– added KageStage::setSelectedShapes/getSelectedShapes to support code revamp for VectorDataManager
– added shape-selection via stroke
– Added File->Save As
– added overwrite prompt if saving/exporting filename already exists
– added Onion of Layers
– added guide when using Poly
– added Check Update but landing page is pending
– added separate Copy/Paste/Cut/Delete Frame under Timeline menu
– added Quit-App handler if content is unsaved
– added some formatting when saving KSF file
– optimized Timeline->Play
– Improved Fill/Stroke Alpha from Gtk::Entry to Gtk::Scale
– Improved File->Save
– layer/layermanager code revamp
– major KageStage/VectorDataManager code revamp: moved Vector-editing functions from KageStage to VectorDataManager
– revamped code from Kage to FramesManager/FrameManager/Frame
– Extracted string helpers functions to util/string/stringhelper.cpp as static functions
– Removed static KageFramesManager::currentLayer; use Kage::getCurrentLayer() instead
– reflected saving/loading of layer’s visibility/access(locked/unlocked state)
– disabled Double-Click-shortcut from SELECT to NODE when nothing is selected
– addressed Cairo deprecating write_to_png (added CairoKage)
– Renamed ‘shared’ to ‘share’

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Kage Studio released? http://konsolscript.sourceforge.net/web/2016/09/03/kage-studio-released/ http://konsolscript.sourceforge.net/web/2016/09/03/kage-studio-released/#respond Fri, 02 Sep 2016 17:17:01 +0000 http://konsolscript.sourceforge.net/web/?p=741 Not really. πŸ™

Was gonna clean-up my drive when I realized that the prototype-ish source code of Kage Studio hasn’t been committed, yet.

Didn’t have a working GTKMM-2.0/GCC on my Windows box so I have no idea what works and what does not in the code, so I simply committed the code last week.

Days past and I’m itching to see if I can compile the code, so I started setting-up a dev box. Fast forward, here it is! Got the code to compile under Windows 7 64-bit using GNU GCC-G++ and GTKMM-3.0!

Kage Studio v110823

Also did a fix about the flicker issue which made me stop the development of Kage Studio, back when I was not getting support from GTK+/Cairo developers.

Still won’t be releasing a working binary as the code is pretty bare; no added functionality was made since 5 years ago. It can only draw rectangles and export them in HTML5 or KonsolScript as shown in screenshot below; no animations just yet.

Kage Studio v110823

You can compile the code yourself by checking-out the code, assuming you have a working dev box with GNU GCC-G++ 5.3 and GTKMM-3.18.6.

Won’t commit any promises for now. Will blog post as the code progresses.

~creek23

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HTML5 Smack! http://konsolscript.sourceforge.net/web/2011/11/28/html5-smack/ http://konsolscript.sourceforge.net/web/2011/11/28/html5-smack/#comments Sun, 27 Nov 2011 17:20:56 +0000 http://konsolscript.sf.net/web/?p=376 I know we promised a Smack! pre-release by mid of November. But co-Game Designers, Mark and Uriel are wanting to cook the build a little more to avoid a half-baked demo. But I guess they can’t prevent me from releasing an HTML5 port of the half-baked Smack! πŸ™‚

What you get to play in the HTML5 port is basically the same to what we currently have for KonsolScript edition. Except for the difference in the feel of the Jump controls, everything else feels the same (to me, at least :P).

Click this image below to try it out. Please note that it’s currently NOT WORKING on Internet Explorer. It was tested on Google Chrome 15 and Mozilla Firefox 8.0.

Controls are:

  • A – move left
  • S – jump down
  • D – move right
  • SPACE– jump (make sure the browser is maximized or the browser will Scroll Down instead, making the game un-playable)
  • G – punch
  • H – kick/shuriken

Expecting a comment on my very first HTML5 game! πŸ™‚

~creek23

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