- web/manual.html — 17 chapters: playing, the editor deeply, the
authoring cookbook (full JSON reference + the five load-bearing
puzzle patterns), dialogue trees, flags, the art pipeline with
sprite-generation prompts, sound, driving the engine with code
(real JSONL transcripts), AIs + MCP, prompt patterns with actual
outputs (the roof room is the real shipped expansion), the web
build & cloud saves, engine internals, extension recipes,
troubleshooting, and full command/event/palette reference.
- Game menu gains "Manual": window.open on the web (via a JS plugin
import), the default browser natively.
- README tab links the Book; repo README points at it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live at https://monsterrobot.games/engine/ (dealgod VPS, dealgod-nginx
/engine alias over /opt/dealgod/images/engine/).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- mrpgi-core: ureq/tiny_http/threads are native-only deps; the AI lane
compiles to an always-off stub on wasm32 (deterministic parser stays).
- World::from_memory + assets::cel_from_bytes — boot a game with no
filesystem.
- mrpgi GUI on wasm: embeds games/lost-fuse via include_dir, boots
straight into Play (Tab still opens the editor; saving needs a disk,
so web is play + paint-only for now).
- web/: index.html shell + macroquad JS loader + build.sh producing a
self-contained static web/dist (1.1 MB total, game included).
- .cargo/config.toml: --allow-undefined for miniquad's JS imports.
Verified in-browser: renders, typed commands reach the parser,
click-to-walk works, zero console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>