asdfasdf12341234ACSACA
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- Apr 3, 2019
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Almost all of that JS code is for the dice rolling animation indeed. Keep in mind, most of that code wasn't written by Crush (the developer), but rather, it's a common JS library that was simply added to the HTML file directly (instead of added as a dependency). The library itself is more of a framework for quick 3D (ish) graphics.Good day.
May I inquire why there is 53.451 lines of JavaScript code inside of a game,
that most of the playtime has still, fixed 2D graphics?
The only times that I noticed anything moving in 'FA' is - Dice rolling and character blinking.
(Did you noticed that she blinks?).
As far as I know, when you create a project in Twine/SugarCube, JS and CSS sections are empty,
therefore I assume author must've wrote that himself.
For example, here's a code snippet:
Tons of calculations and geometry.. just to roll a dice?You don't have permission to view the spoiler content. Log in or register now.
While a good choice seems to be: generate random number, then display a picture of a dice with that number.
I would then like to quote Dwight D. Eisenhower:
That begs a question - "Did author decided that was important? If yes, then why?"
Simple and temporary system, as suggested before would've saved tons of time, which
could be spend on a more important and urgent elements of the game.
So, what's the story behind this?
Appreciate you.
The library in question is called Three.js
Now, why was the whole code added onto it instead of coded properly as a dependency that you then use the methods from? Well, either they don't know how to do that, or there's some fuckery going on with Twine/Sugarcube that makes using external libraries a pain.