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Home Page: https://mattbruv.github.io/ccsr/
The Cartoon Cartoon Summer Resort Shockwave game series ported to the modern web. (+Scooby Doo Hollywood Horror)
Home Page: https://mattbruv.github.io/ccsr/
Out of the 6 games supported 4 of them are available translated in pt-BR:
For Summer Resort:
Summer Resort 1 - Archived here
Summer Resort 2 - Lost media but was translated, would be archived below this URL
Summer Resort 3 - Archived here
Summer Resort 4 - Archived here
For Hollywood Terror:
Episode 1 - Archived here
Episode 2 - Was apparently never translated to pt-BR, at the very least there are no mentions to it on the games page of Scooby Doo from around the time it should be released.
Would it be possible to extract the texts from those games and add to this project?
Also, a bit off-topic, but I didn't see an option to switch between en and es translation on the hosted website.
Note: All pt-BR versions of Summer Resort have been added to Flashpoint a while ago. The available pt-BR version of Hollywood Terror is being submitted today.
Something is wrong with how the character sprites are being displayed in the message UI. Director shows their anchors at 0.5, 0.5, and it looks like this would make sense based on how the images are laid out.
But aligning their X, Y, to a single point for every character sprite creates differing results that don't match the original game.
For example, lining Eustace up so he aligns with his in-game sprite makes it so the ducks are completely messed up.
It's possible that the assets were automatically cropped to remove transparent pixels/empty data during the extraction process and that the original sprites possibly had blank pixels bordering them.
There are \n
characters in the original message data for objects in the map, these are removed during the conversion process, thus removing newlines from some messages.
Movement is close, but noticeably slower than the original game, due to some kind of small bug in the interpolation code.
With how slow the 12 FPS loop is, a quick tap of a key can often go completely unregistered. You should make it so that if you peck at a key, it should always at least step you once.
how do i save? if i get called on the phone it rests the whole game for me to the beginning
Add support to patch in translated textures and messages to allow for translated versions of the game, would be a very cool thing to support.
I' not very familiar with the npm ecosystem, but when running npm install
to be able to build this project locally, I get the following output:
$ npm install
npm WARN deprecated [email protected]: The querystring API is considered Legacy. new code should use the URLSearchParams API instead.
added 186 packages, and audited 187 packages in 5s
23 packages are looking for funding
run `npm fund` for details
4 vulnerabilities (2 moderate, 1 high, 1 critical)
To address all issues, run:
npm audit fix
Run `npm audit` for details.
And the npm audit
output:
$ npm audit
# npm audit report
@babel/traverse <7.23.2
Severity: critical
Babel vulnerable to arbitrary code execution when compiling specifically crafted malicious code - https://github.com/advisories/GHSA-67hx-6x53-jw92
fix available via `npm audit fix`
node_modules/@babel/traverse
postcss <8.4.31
Severity: moderate
PostCSS line return parsing error - https://github.com/advisories/GHSA-7fh5-64p2-3v2j
fix available via `npm audit fix`
node_modules/postcss
semver 6.0.0 - 6.3.0
Severity: moderate
semver vulnerable to Regular Expression Denial of Service - https://github.com/advisories/GHSA-c2qf-rxjj-qqgw
fix available via `npm audit fix`
node_modules/semver
vite 3.0.0 - 3.2.8
Severity: high
Vite dev server option `server.fs.deny` can be bypassed when hosted on case-insensitive filesystem - https://github.com/advisories/GHSA-c24v-8rfc-w8vw
Vite's `server.fs.deny` did not deny requests for patterns with directories. - https://github.com/advisories/GHSA-8jhw-289h-jh2g
fix available via `npm audit fix`
node_modules/vite
4 vulnerabilities (2 moderate, 1 high, 1 critical)
To address all issues, run:
npm audit fix
Maybe it's time to update some dependencies?
For people with slow connections it could take a considerable time for the game to load, and right now nothing happens, it's just a blank screen.
I assume that game uses the same engine, so it shouldn't be too hard to do a similar decompilation and port, right?
The game requires that things are updated at 12 FPS and that the player moves 8 pixels every step. Right now he teleports 8 pixels, it should be possible to interpolate the movement (60 / 12)
4 or 5 times and more smoothly move the sprite before the 8 pixel movement is up.
This would likely make the movement more smooth.
I don't remember well enough if Spacebar gets used for something, but if it doesn't it would be nice to use it as an alternative menu button so I can use WASD and Space and play the game entirely left-handed. Thanks!
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