Symbian OS | Pocket PC | Smartphone | Android | BlackBerry | Apple iPhone OS | Java | Mobile Gaming | Linux | Palm | Win CE | Tablet  
     

Free Mobile Software, Themes, Games, Apps for PDA and Smartphones

     
Search by Device
My Device

  
Search by Category
Business & Profession
Databases
Dictionary & Translator
Entertainment
Finance
Games
Healthcare & Medicine
Internet & Communications
Multimedia & Graphics
Organisation & Productivity
Programming & Development
Reading
Science & Education
System Utilities
Themes & Wallpapers & Skins
Travel & Navigation
Search by Platform
Android
Apple iPhone OS
iPad
iPhone
iPod Touch
BlackBerry
Java
Linux
Maemo Nokia Internet Tablet
MeeGO
Sharp Zaurus
Mobile Gaming
Nintendo DS
Playstation 3
Playstation Portable
Wii
Xbox 360
Palm OS
Symbian OS
Series 60
Series 80
Series 90
UIQ
Tablet PC
Windows CE.NET
Windows Mobile Pocket PC
Windows Mobile Smartphone
     


 
 
Engine02




Engine02
Version: 11.08.11 (Wii)

Platforms: Mobile Gaming, Wii


Categories: Programming & Development

Upload date: 20 Jan 12

Developer:

License: Freeware

Downloads: 15

File Size: 444 Kb
Download Free Engine02 



Rating: 0.0/5 (Total votes: 0)




  Engine02

Homebrew developer Stealth has released a new version of Engine02, a versatile, multiplatform 2D game engine that allows aspiring developers to create their own homebrewed games.

Changelog:

Features:

  • 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

Bugfixes:

  • _???=TileInfo(???) commands were treating incoming position values as unsigned rather than signed, which caused negative values to read as extremely high positive values and fail to wrap around the level or looping section boundaries correctly, causing crashes due to out-of-bounds reads. This has been corrected; passing variables containing negative X and/or Y position values will now cause the position to be wrapped properly, eliminating the crash and returning the correct tile data
  • Sprite Editor "Dumps" would fail without displaying an error/warning if the "dump" folder didn't already exist in the currently-loaded game's Game Folder. These features now automatically create this folder when appropriate
  • "F" for vertically flipping a single Tile Frame in the Tile Editor wasn't working at all, and "M" for horizontally mirroring the current Tile Frame was only functioning on Frame 0 rather than the currently-selected Frame. Also, these features were not functioning correctly in the DOS build with a "vmode" setting greater than 2 (default is 3). These features now function the way they were intended
  • All TGA image dumps were output with a single incorrect byte setting in the header, causing them not to load properly or at all in the majority of image editors (except, conveniently, the one that was used for testing). This has been corrected, and TGA image dumps for screen shots, level maps, sprite editor dumps, etc. should now open properly in all editors that support 8bit indexed-color RLE-compressed TGA images
 
Like it? Share with your friends!

If you got an error while installing Themes, Software or Games, please, read FAQ.
 
Similar Software:

Wii ConfigWii Config
Wii Config As the latest from homebrew developer Waninkoko, Wii Config version 1.0 is the developer's first release of a homebrew semi-brick circumvention tool for the Nintendo Wii
GRRLIBGRRLIB
GRRLIB  GRRLIB is a C/C++ 2D Graphics library for Wii application developers. It is essentially a wrapper which presents a friendly interface to the Nintendo GX core. With it, coders can quickly and easily start creating graphical applications
Lua for WiiLua for Wii
Lua for Wii  Lua is a powerful scripting language, used by a lot of programmers because its fast, small, and powerful. It's a popular language in the PSP homebrew scene, and was also used to make the GUI for World of Warcraft. Now, Wiibrewers also get the chance to code in Lua. This release is called Lua for Wii, and comes from homebrew developer Feesh!
WiiWizardWiiWizard
WiiWizard from luccax: WiiWizard lets you install a Wii Application Template inside your Visual Studio (Express) 2008. This way, youa€ll be able to create a Wii Project the same way you create a Windows one, simple and fast. The Template has the libogc's MakeFile and a main.cpp ready to compile (a recommended starting point!)
Pong2Pong2
Pong2 is an open-source game based on the original game of Pong. Pong2 has improved features over the original. The paddle can be moved horizontally and vertically. 10 tracks of background music are available during game play. The first player to score 10 points in each level is the winner. Special thanks to my family for their support during the development of this game
WiiRemoteJWiiRemoteJ
WiiRemoteJ This development library isn't strictly Wiibrew, but it's a mighty useful tool that homebrew developers for other platforms out there might enjoy. WiiRemoteJ is a library that allows your computer to interact with the Wiimote through Bluetooth, with Java as the medium. Here's the changelog since the original release: 7/03/08 - v1
MarioToo b1.3MarioToo b1.3
Need help developing Flash games for the Wii console's Wiimote controller? Developers Mario Klingemann, Adam Saltsman, and Robert Hine have just announced the release of MarioToo, which is described as a Javascript and Flash-based Application programming interface (API)
Revolution EngineRevolution Engine
Revolution Engine Revolution Engine is the very First homebrew 3D Game Engine for Wii. It is directly based on GX without any GL wrapper or anything similar. Natively designed for the Wii, this engine is probably capable of generating the best homebrew graphics ever seen on this game console
MLlibMLlib
MLlib The MLlib (or Minishlink's Library) is a simple library to develop on Nintendo Wii. Technically, it's a wrapper of libogc and others librairies. Changelog: Now compatible with DevkitPPC r18 and libogc 1.8.0
The HOMEbrew Menu Standard Library (source)The HOMEbrew Menu Standard Library (source)
The HOMEbrew Menu Standard Library is a simple code library that allows developers to easily incorporate a HOME menu similiar to Nintendos into their applications
 

Comments on Engine02:

Comments not found

Name:


Comment:


Enter text from image below:

Turn on images!

 
 

If you noted an error or download link is broken, please, report it via this page or use comments.
 

Please, select device to check if Engine02 supports it
 
 
© Pantich 2009 - 2025 All rights reserved.