me tooI'll be waiting for the mods as usual.
No not the purging ones, the ones for the game...
Well...Who doesn't?I'll be waiting for the mods as usual.
No not the purging ones, the ones for the game...
Should not be that hard to port the code from Java to HTML5tbh I really want an html5 based version of coc1
if you mean as3 to javascript the main issue with attempting it using hgg as a base (the other one can screw itself for rn because of its UI choices) is all the fixes required by apache royale. Even with access to the as3 VM code hereShould not be that hard to port the code from Java to HTML5
var xmlList:XMLList = describeType(ConsumableLib).factory.constant;
for each (var item:XML in xmlList){
if(consumables[item.@name] is Consumable){
testArray.push(consumables[item.@name]);
trace(String(consumables[item.@name]));
} else {
trace("Not Added: "+String(consumables[item.@name]));
}
}
describeType(ConsumableLib).factory.constant
That must be traces from flash code while porting. From my side could be more easy get the code and port it on pyton (less hassle with Java).if you mean as3 to javascript the main issue with attempting it using hgg as a base (the other one can screw itself for rn because of its UI choices) is all the fixes required by apache royale. Even with access to the as3 VM code hereYou must be registered to see the linksthe conversion has many hickups.
These range from issues that can be fixed via search and replace to parts of the code which require actual research and studying of how both the game itself works and how the avm work in tandem with one another.
An example of what i mean by complex can be seen below.
This part doesn't have a good apache royale analog and even in as3 is only really mentioned briefly.Code:var xmlList:XMLList = describeType(ConsumableLib).factory.constant; for each (var item:XML in xmlList){ if(consumables[item.@name] is Consumable){ testArray.push(consumables[item.@name]); trace(String(consumables[item.@name])); } else { trace("Not Added: "+String(consumables[item.@name])); } }
describeType(ConsumableLib).factory.constant
its reference can be seen hereYou must be registered to see the linksbut the page makes no mention of the constant property.
well I'm using this to port itThat must be traces from flash code while porting. From my side could be more easy get the code and port it on pyton (less hassle with Java).
Another part could extract references and port them to HTML5. But by just watching the main code, it needs easy a couple months of just cleaning and debugging.
IMO, a flavoured-CoC theme created from scratch would have far more potential than a unofficial CoC2 port . I genuinely think a mod won't solve all the issues plaguing COC successor.If the TiTS engine is basically copy-pasted, could be far more easier to snippet and create a decent CoC "unofficial" game innit?
Ever thought of making your own text-based game like this?IMO, a flavoured-CoC theme created from scratch would have far more potential than a unofficial CoC2 port . I genuinely think a mod won't solve all the issues plaguing COC successor.
I worked for a bit on a CoC2 port using the MZ engine coupled to JS scripts. Initially, my motivation was nothing more than to do justice to the the wayfort, where players could turn a ruin into a place they could call their own, and over time, conquer the surrounding region.
On the technical side, the proof-of-concept was up to my expectations (Font-size, HD resolution, parser system, TF items), but when I realized I was constrained by Savin's storytelling , I lost all the interest I had for the project.
People continue to refer to it as the Java version as a shortening of JavaScript when JS is shorter and not ambiguous.Should not be that hard to port the code from Java to HTML5
I recognize theThis part doesn't have a good apache royale analog and even in as3 is only really mentioned briefly.Code:var xmlList:XMLList = describeType(ConsumableLib).factory.constant; for each (var item:XML in xmlList){ if(consumables[item.@name] is Consumable){ testArray.push(consumables[item.@name]); trace(String(consumables[item.@name])); } else { trace("Not Added: "+String(consumables[item.@name])); } }
describeType(ConsumableLib).factory.constant
its reference can be seen hereYou must be registered to see the linksbut the page makes no mention of the constant property.
yes I just got frustrated after a while of trying to figure out whats the closest apache royale way of using reflection to find all instances of a class.People continue to refer to it as the Java version as a shortening of JavaScript when JS is shorter and not ambiguous.
Java - made by Sun Microsystems, currently owned by Oracle.
JavaScript - interpreted language originally built for web browsers.
HTML5 - refers to a set of modern web technologies including the Living HTML Standard and JavaScript APIs.
I recognize theYou must be registered to see the linkspart from Java (Oracle). The <factory> tag has "all instance properties and methods are nested inside this tag". The reason it doesn't describe anything in the attribute field is because this is dependent based on the passed input "value".
What this means is that "constant" is a tag/attribute of the returned XML based on the input "ConsumableLib" type/class object/constructor function. You might need to look at "ConsumableLib" for information on "constant".
"constant" itself also isn't necessarily an XMLList - describeType() just uses XML to represent the reflection of the passed in value so that you can write self-modifying code.
Does that help?
The cuck fans that like it that your daughter married a jerk that says everyone could do what you did so it is nothing special and that your wife even praises her for that.Well...Who doesn't?
So, nobody?The cuck fans that like it that your daughter married a jerk that says everyone could do what you did so it is nothing special and that your wife even praises her for that.
I had thinked the same, But this time doing that on Unity or Unreal (making it a real RPG) May be not a CoC but a concept based, where the customization would be the base for character creation and modification. And plotwise should be a CoC soul with fantasy action (and the porn as well). But after watching how CoC ended and how is CoC2 going It seems that I should rework the lore and the concept itself.IMO, a flavoured-CoC theme created from scratch would have far more potential than a unofficial CoC2 port . I genuinely think a mod won't solve all the issues plaguing COC successor.
I worked for a bit on a CoC2 port using the MZ engine coupled to JS scripts. Initially, my motivation was nothing more than to do justice to the the wayfort, where players could turn a ruin into a place they could call their own, and over time, conquer the surrounding region.
On the technical side, the proof-of-concept was up to my expectations (Font-size, HD resolution, parser system, TF items), but when I realized I was constrained by Savin's storytelling , I lost all the interest I had for the project.