Engine02 16/11/2010 - News

Engine02 16/11/2010

Posté par le 19/11/10 à 16:00:55
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Engine 02 est un moteur de jeu multiplateformes 2D dirigé par des scripts codé par Stealth pour DOS, Windows, Linux, Intel/PPC MacOS, PSP et Wii.

La documentation est disponible pour créer les jeux sur PC et MAC.

Actuellement les jeux disponibles sont Sonic project METTRIX et Megaman Triple Thread

Version 16/11/2010
Automatic update checking may now be temporarily disabled by holding "Enter" (PC/Mac), "+" (Wiimote/Classic Controller), or "Start" (Gamecube Controller/PSP) while starting E02. This will reduce wait time when there is a slow connection, or no connection at all

When a new Level File is created (by using the "New" Menu Option in the Level Editor, attempting to load a nonexistent Level File, or using the Level Ripper to create a new Level File), the three default Planes now receive a default size (measured in Tiles) of 80x60 (except, of course, any one that is being generated from incoming Level Ripper data), rather than the original 500x250, 1200x320, and 1200x320 (which was a hangover from a very old version without plane resizing). Also, Plane 0 is now set as "Relative" and "Opaque" by default, rather than "VTil" (should have been "HTil", anyway) and non-Opaque (as the option first became available with release 8)

A new error message has been added to report when a Function Flow Control Script Command references a label that has not been defined for the Function

The KeyMap file format has been updated to include key and map naming for the interface, and to allow multiple key-/button-presses to flag the same map entry (which is especially useful for making Wiimote, Gamecube controller, and Classic Controller available to Wii users all at the same time). Any existing keymap files will need to be updated to conform to the new format (updated files for the existing downloadable games are now available when the game is re-downloaded)

The main interface has been revised with a new layout and new features

Implemented a better default 8x8 font

Implemented a key/controller config menu; select a game from the "Installed Games" list to configure

Implemented in-program game deletion; remove any game from the local listing and delete all of its data

Notifications for updates are now split across platforms rather than having all builds flagged for update after platform-specific fixes, enhancements, etc, and will appear on the main menu

Notification of update messages is now possible without also flagging a program update when not necessary, and a count of unchecked messages will appear on the main menu

E02 Documentation updates are now managed in-program and separately from program updates via the main menu (because Wii and PSP builds do not include editing features, they also do not include this feature)


Loading Object Layout Files that contain no placed Objects would cause the program to crash. These files may now be safely loaded

Font type 5 (Letters, numbers, symbols, caps/lower) loaded too few characters and would display improperly. Type 5 now loads the correct number of characters and displays as it should

Built-in and Scripted Drawing Functions were not being attempted when the Object's Type entry had its Out Of Range Event set to "1" (continue processing) and its position was outside of Activity Range. These Objects will now attempt to draw, and will now execute their Scripted Drawing Function

The documentation stated that the Func_DebugDraw Script Command would draw based on an "Object's" type and position, but in reality, this actually applied to the Player's position and Debug Object ID, and was for use only in Scripted Debug Draw Functions. This Command is now also usable in normal Scripted Object Draw Functions, and works as described in the documentation

NewLine is now interpreted as the line break indicator, rather than Carriage Return. This now actually allows Linux(/MacOSX)-format text files to be used for scripts in addition to DOS(/Windows)-format text files, as was intended. This has necessitated a small change in the pack format, meaning that any user-created games must be re-packed, and any downloadable games must be redownloaded

Error message reporting that label IDs have been skipped within a Script Function would not display when only one ID value had been skipped. This message is now displayed when appropriate

Scripted Object Draw Functions are no longer disallowed from manually updating the viewport position for any reason

Some errors in the implementation of Key Repeat States would cause crashes on script load. These errors have been corrected (This caused Project Mettrix's Rotating Bonus Stage to crash on startup on non-Windows platforms. This is now fixed)

An error in folder management code caused a glitch during Font File loading that would require all fonts loaded from the same Font Def to be present in the same folder as the first file loaded by that def. This has been corrected, and any Font File may now be loaded from any folder

Voici un exemple de jeu fait avec le moteur de jeu, des jeux basés sur Sonic et Megaman:
image image

http://www.nintendomax.com/viewtopic.php?t=12632&f=54 Source : http://www.nintendomax.com/viewtopic.php?t=12632&f=54
http://stealth.hapisan.com/E02/ Site officiel : http://stealth.hapisan.com/E02/
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