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Releases: wisdomousai/creatures

v0.6.8

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@youtiger youtiger released this 15 Oct 16:34

Your own rooms, materials, set pieces and props go in like your own creatures: fill ROOMS, MATERIALS, SET_KINDS or PROP_KINDS before new Crew, with a file under the models folder or a whole address. The ship room is no longer in the package.

v0.6.7

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@youtiger youtiger released this 15 Oct 16:10

A ship room (the galley of a rust-orange salvage tug) and a wide comic board, two pages across, for reading a comic as a spread.

v0.6.6

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@youtiger youtiger released this 14 Oct 12:47

An artist's studio room (Setting studio) and its comic board (set-comicboard): a rail along the top that a comic hangs from a page at a time.

0.6.5

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@youtiger youtiger released this 10 Oct 12:21

Whoever's out of view isn't drawn: each rigged part is tested against the camera with the sphere its bones make now, so a leap or a drifting bubble is still in it (dress no longer has every part drawn always). One skeleton for all the parts on the same bones (loadModel), so far fewer matrices go to the GPU each frame. still(model), for furniture standing as scenery that nothing animates: plain meshes in the pose it's in. In a world of your own, hide the lanes in rooms out of sight (docs/in-a-world.md).

0.6.3

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@youtiger youtiger released this 09 Oct 21:57

The crew play with the props in a world of your own (Roam's play, play(c, name), games(c), playing(c)); Play and the props work without the page's box. Roam.jumpOut takes one of your own crew, and that very one comes out of the picture, in its own coat.

0.6.2

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@youtiger youtiger released this 09 Oct 19:32

Roam's grab, drag and drop: take one of the crew up and it goes after the pointer, across the floor or (a flier) up into the room. Let go up there, Hoot and Nib fly on.

0.6.1

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@youtiger youtiger released this 09 Oct 19:05
  • Roam's perLane: how many may be out on one lane at once (1, as before). Raise it, with max, for a crowd.

0.6.0

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@youtiger youtiger released this 09 Oct 17:20
  • In a world of your own. The crew don't need a page any more. In a three.js scene they walk lanes, strips of floor you lay out in metres, and new Roam(scene, { lanes, links, roster }) brings them on near the camera where it isn't looking, lets each stay a while, and sends them off again. A walker who goes off a lane's end by a link (a doorway, say) comes on at the other end of it once no one is looking there. roam.pick(ray), poke, hover and dress are there for pointing at them. With castShadows, your lights cast them real shadows.
  • Frame.flat. Under it, a frame laid flat: nothing shrinks going back, the floor is depth px deep, the crew stand that far back along -z, nothing is clipped at the edges and the shadow lies on the floor. Lane is one, placed and scaled into the world, for a stage of your own.
  • Looking on from somewhere. Env.pointer.z says how far in front of the frame the pointer is, so they look at someone in a world where they really are.
  • setOutlineViewport(width, height) keeps their outlines the same width on a canvas of your own; shadowCard turns off the soft shadow card.
  • VERSION and MODELS were a release behind; they're right again.
  • docs/in-a-world.md has the rest. Page sites are unchanged.

0.5.0

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@youtiger youtiger released this 08 Oct 20:45
  • Tools. The crew can hold things up now. crew.holdUp(who, tool, options) hands one over and gives you back a handle: a sign with your words painted on its board (and a real button over it, so it can be clicked or tabbed to), lead() to have them carry it off the side, release() to put it down. Eighteen new models: ten kinds of sign (signpost, placard, picket, hanger, arrow, paddle, easel, banner, card, tag) and the explorer's and fun kits (magnifier, lantern, map, telescope, flag, umbrella, balloon, megaphone). Kits are per creature: not everyone carries everything.
  • Holding for real. A sign is held, not stuck on: the grip sits in the hand (or, for the owl, the bar sits in the crook of the talons) every frame, and a contact check (crew.holdCheck, Held.check, GRIP_GAP) says by how much. Anyone with arms raises a signpost in one hand (src/arm.ts, worked out from the body as made); bodies that would have to hold it in their mouth don't get one.
  • Signs you can read. The lettering is never smaller than 18 px on screen, the board grows sideways with the words and wraps long ones, stays upright, and keeps inside the box.
  • Where to hold it. hover keeps a flier in the air with its sign (the owl, Bolt on his flames); at sends a walker to a spot first; on: 'crate' brings up a crate for a small one to stand on, and sinks it again when they're done.
  • docs/holding.md tells how it all fits together, and how to give a new body its hold.

0.4.0

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@youtiger youtiger released this 08 Oct 15:57
  • A wall clock in the pictures. The library's and the pub's pictures get a real clock face over the painted one, keeping the time.
  • Set pieces. The set pieces' kinds are reworked, and the bookcase is rebuilt.
  • The crew. The octopus's arms sit round its collar, Bolt comes down to land when he's given a part, and the owl and Tang learn a few new things.
  • For building your own stage. Now exported: the box's perspective and doors (project, horizon, floorDepth, depthScale, Door), Stage and pixelRatio, loadModel, Piece and Spot, dress and Outfit, holdSelection, and Owl and Tang by name.
  • The workshop. The material maps and the rooms' pictures as generated are in blender/tex and blender/pic, with the scripts that make models/tex and models/pic.