Ethanon engine (2D w/ per pixel lighting)

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13 comments, last by andrew1b 13 years, 11 months ago
Nice job! Really cool shadow rendering you have there. I have been thinking about per pixel lighting for 2d games for a long time, nice to see that someone decided to implement it with a bang ;).
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you think it would be possible to use your engine with 'from top' point of view, and infinite screen scrolling ?
Quote:Original post by Lightness1024
you think it would be possible to use your engine with 'from top' point of view, and infinite screen scrolling ?


Sure! :) It may be used to make side scrollers, top-view RPG/Adventures, shoot'em up, puzzles, and so on.
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I've officially released the version 0.7.5 of the Ethanon Engine SDK.
A new tab system has been implemented to ease the changing between scene, entity e particle editors. Also, I've finally added the entity selection bar to scene editor.

Screen shots:




Download it from www.asantee.net/ethanon/
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The version 0.7.6 of Ethanon Engine has been released.
The new version brings lots of improvements and bug fixes. Download: https://sourceforge.net/projects/ethanon/files/

Version features:
-Scene editor:
* Entity picking bugs fixed
* "Lock static entities" button added to allow static entity drag and drop.
* It is now possible to manually type entity positions.
* Now shows an "invisible entity symbol" to make invisible and non-collidable entities visible and editable.
* The editor now shows the selected entity position.
* The selection bar now shows the correct first frame for cutted entities.
* Fixed the unaligned light-only entity position for selection.
* Now showing sound fx symbol in the selection bar.
* "Update lightmaps" button added.
-Entity editor:
* Unaligned axis bug fixed in the entity editor.
* Implemented a new warning system.
-Particle FX editor:
* The particle editor will now correctly show the current number of active particles in the system.
-Misc:
* Input fields are now set to 0 when left empty.
-Core engine
* Bug fixed: lightmaps won't be generated during load time if the global lightmap is disabled.
* Is is now possible to load empty scenes instead of loading prebuilt scenes from ESC files.
* New ETHEntity::AddToAngle method.
* New ETHEntity::SetSpriteCut method.
* New global function: IsPixelShaderSupported().
* New global function: GetProgramPath().
* New global functions DrawShapedSpriteZ(...) and DrawShapedSpriteZ(...).
* New global function: SetHaloRotation().
* New global functions: SetPositionRoundUp(bool) and GetPositionRoundUp().
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