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  • Submitted: août 20 2011 11:59
  • Last Updated: août 20 2011 11:59
  • File Size: 341,5 Ko
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Download Engine02 v11.08.11

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C'est aujourd'hui que nous apprenons la sortie d'un moteur de jeux pour PSP, Wii, PC nommé Engine02, développé par Stealth. Ce client PSP permet de jouer aux jeux uniquement crées par ce moteur, cela signifie que vous ne pourrez pas créer vous même les jeux. De plus, les jeux sont directement téléchargeables depuis le programme. A savoir qu'il en ai de même pour les mises à jour de l'application et celles des jeux. Plusieurs vidéos sont disponibles pour voir son fonctionnement.

 

Changelog :

 

? A new build is now available for the GP2X Wiz
? New Script Commands (1440-1472, see index in "Functions" doc)
? Manual opening/creation of and reading from or writing to data  files, making possible demo recording/playback, game progress saving,  custom data editing, etc
? Load new Player Character data  into any existing Player Character slot at any time during gameplay to  allow many Character types in a single game without having to expend the  RAM to store them all at once
? Load a new set of Global Palette Colors from a PCX/TGA image file at any time during gameplay
? (Re-)Obtain a Tile Map for a Tiled Level Object from anywhere on any existing Tile Plane at any time during gameplay
? Save standard Level Layout and/or Tile Data to the files that  were last loaded, or a new location specified by Script Text
? The _SaveObjects Command now accepts a "Register" for the Text ID parameter
? Modify or retrieve (for value testing) the contents of Game Text  Strings, enabling visible entry and use of names, passwords, etc
? The Tile Editor has been rearranged to make better use of available screen space, and updated for functionality
? The tiny, hard-to-click arrows have been removed; click options  are now activated by left- or right-clicking the option label or its  displayed value
? The entire 256-color palette is now available all at once
? An option is now available to place a smaller, less-featured  version of either the Tile Selector or Level Editor in the lower-right  corner for more quickly selecting tiles from the list or the level  layout, drawing to the level layout, and instantly viewing changes to  the overall layout image while editing a tile
? Palette  entries can now be swapped within the editor for easily organizing  colors in preparation for Palette Animation, or any other purpose
? An "Alias" system has been added so that more-easily-memorizeable  names can be used for Commands, Variables, settings, etc. in scripts  instead of their internal ID numbers. Aliases for standard IDs are  included and listed/used in the documentation, and users can modify them  and/or add their own for game-specific IDs
? Tile Animations  can now be set up more quickly and easily by means of the new automatic  Tile Animation frame insertion, which uses the Level Editor's Tile Plane  section selection/copy feature
? Shortcuts have been added to  both the Tile Editor and Level Editor for filling either an entire Tile  or all non-transparent pixels of a Tile with any of the four solidity  types
? Sprite Editor "Dumps" of Player Character Sprites will  now save these changes directly to the selected Character's Character  Def File by default. The external "frames.txt" dump is still available,  and can be performed by instead holding Ctrl while pressing Enter
? Sprite Editor "Dumps" of Object Sprites will now save these changes  directly to the appropriate Object Def File by default (depending on  which set the currently-selected sprite set resides in). The external  "frames.txt" dump is still available, and can be performed by instead  holding Ctrl while pressing Enter
 ? When viewing Object Sprites  in the Sprite Editor, the Status element that displays the  currently-selected set number will now display the set's ID relative to  the Object Def that loaded it, rather than its E02-internal ID (Ex: If  there are 28 Game-global Object Sprite Sets, the final set's ID will be  shown as "27G", while the first "Zone" set's ID will be shown as "0Z"  rather than "28"). The same principle has also been applied to the "Ani  ID" element
 ? When viewing Player Character Sprites in the  Sprite Editor, the Status element that displays the currently-selected  "Animation Function" will now display the set's ID relative to the  "Player Character Common Functions" list or the selected Player  Character's "Character Specific Functions" list, rather than its  E02-internal ID (Ex: If there are 33 Player Character Common Functions,  the final Function will be shown as "32C", while the first Player  Character's first "Character-Specific" Function ID will be shown as "0P"  rather than "33"). Also, the selection will default to the Player  Character's first "Character-Specific" Function, and  "Character-Specific" Functions belonging to Player Characters other than  the one that is currently selected will not be accessible
 ? A  new error message has been added to report when Sprite width and/or  height are defined as 0 (or less) for both Player Character and Object  Sprites, eliminating crashes due to such settings. Please use a 1x1  sprite that loads a single transparent pixel for "invisible" Sprites or  Sprite Frames
 ? Further optimizations have been made to level collision testing for both Players and Objects
 ? Message system messages have been made easier to read; each string  is now drawn with a background color rather than allowing the  game/editor/interface screen to show through
 ? On program  startup, there is now a three-second delay on updates testing that  provides time to cancel the connection attempt. Also, when pressing F8  to return to the main menu, the menu comes up immediately instead of  again testing for updates first
 ? The current FPS has been removed from the Level Editor's Status display, since the display toggled by F10 makes it redundant

 






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