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| author | KonAki <konaki@anokonaki.org> | 2026-10-12 19:31:38 +0800 |
|---|---|---|
| committer | KonAki <konaki@anokonaki.org> | 2026-10-12 19:31:38 +0800 |
| commit | 3896db0ea50d1e91c29638d6db81a9b66b0c1ba8 (patch) | |
| tree | 690ecc9199175d6f9815b605a0bfe6a11bd0b11c /README.md | |
| parent | 5c4f196836e7f6f065303f0ec6a2a99acaf32607 (diff) | |
wire script into build.sh and readme
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 1 |
1 files changed, 1 insertions, 0 deletions
@@ -34,6 +34,7 @@ The engine modules are a `.h` and a `.c` pair, they depend on each other a bit, | 2d | what any 2D game needs: a scrolling camera, frame animation, drawing frames of a sprite sheet | | fx | whole screen effects done on the pixels: fade to a colour, flash, shake and tone (adds 2d) | | particles | pooled particle emitters (sparks, dust, glows) and rain, snow and storm presets | +| script | event scripts: say, menus, switches, variables, jumps and calls as a flat list of commands, with the program doing the showing. what converters write to | | stage | sprites and pictures on a stage for visual novels and cutscenes: slots, layers above or below your text box, fades, moves, scale, rotation, blend modes, a background (or CG) that stretches, covers or fits and can pan and zoom (adds 2d) | | textbox | a text box for any game: wrapped pages, typewriter, name plate, a face inside, menus, a panel that can be a colour, an image or a nine patch (adds 2d, font) | | platformer | a box that runs and jumps through a tilemap, with coyote time and jump buffering (adds tile) | |
