Play your stories in your own software
A campaign you export from Ripple Effect is played by the same engine as the editor's Play button. That engine can now go into other software: a game, an app, a web page or a tool of your own. There is a binding for each of four languages:
- JavaScript and TypeScript:
@ripplefx/playeron npm, for a web page or Node.@ripplefx/soundscapeplays the story's sound in the browser. - C and C++: for native games and engines.
- C#:
RippleFx.Engineon NuGet, for .NET apps and games. - Dart:
ripplefx_engineon pub.dev, for Flutter apps, Flame games and Dart programs, natively and on the web.
What you get
- The story as the author wrote it: passages and choices, forms, timed waits, variables, entities, state machines, and Python scripts where the campaign has them.
- Sound that follows the story. The engine decides which soundscape plays, when it fades and when a sound effect is cued. Your program plays the files through whatever audio it already uses.
- The author's callbacks, so the story can tell your game when something happens in it.
- Saves the player can resume.
- One engine everywhere: desktop, phones and the web, with the same API in every language.
The bindings are MIT-licensed. The engine they carry is free to ship as part of your product, under the Runtime Licence.
What comes next
Bindings for more languages are planned. So are direct integrations with third-party software, such as game engines. Both are coming in the near future.
Where to start
Embedding the engine explains how a program plays a story, whatever its language. Each binding then has a reference page: