I made a VisualNovelState in Codename Engine without using DialogueCutscene
original title: I think something's wrong with my version of Project Sekai while reading a side story
happy april fools day everyone
this video is taken inspiration from Codename Engine's April Fools 2024 when they made a visual novel.
so, what if I made one using Arrays instead of using DialogueCutscene through dialogue.xml?
I decided to replicate PJSK's story UI on Codename Engine because I got bored and probably I should made a StoryMenuState for a selection of stories such as main, side or event stories including card side stories, someday.
note:
the sprite expressions are not complete because sekai viewer server is down so I cant access the live2d viewer as of today.
keep in mind that this entire code did not implented using "import funkin.game.cutscenes.DialogueCutscene" through dialogue.xml, the entire code is made using arrays. (thank god haxe support arrays)
the memory usage is not that bad at all, it uses 100-130mb for a better optimization i guess
although the code is OVER 840 LINES.
If anyone saying that I am making a mod project based on Project Sekai, probably yes (kinda)
I am literally recreating the entire game from Codename Engine and bringing back the old UI cuz i hate the new UI
The progress of the mod is currently at 0.39%
wonderhoy