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Re: RayEngine Version 2.0 Beta 3.97

Posted: Sun Oct 24, 2010 12:38 pm
by Terminapor
hehe, hi there ! :mrgreen:

Re: RayEngine Version 2.0 Beta 3.97

Posted: Sat Oct 30, 2010 10:52 pm
by Terminapor
Hop, two screenshots to show you how will looks the Animation Editor :

Image
Image
Most of the basic functions are made (moving bones, renaming them, etc) i have to make the Depth controller and the template editor should be finished :)

Once the animation stuff will be done, i will have to add all those new stuffs into the RayEngine, and the first Ver 3.0 will be released :)

Re: RayEngine Version 2.0 Beta 3.97

Posted: Sat Nov 06, 2010 8:41 pm
by Phoenixan
Looks pretty handy. :)

Re: RayEngine Version 2.0 Beta 3.97

Posted: Thu Nov 11, 2010 12:55 pm
by da1
How's work? You're done until the new year?

Re: RayEngine Version 2.0 Beta 3.97

Posted: Thu Nov 11, 2010 3:10 pm
by Terminapor
It works with frames, you creates 'em and put the characters / object onto the desired position, and the engine automatically interpolate the parts to the next frame :D

Most of the basic functions are made (animations works, saving/loading works), yet i'm working on a DLL that import all the animation's data onto the memory (because GM would kill the memory ), but there is some issue with this DLL :D (this is the first time i use C++, i'm just having some problems regarding the arrays)
About the engine itself, there is some small things to add (such as a timeline that shows which frame you're editing, also add something to spawn effects, and add a notification supports, which can tell the engine what it have to do when reaching a frame, such as playing a sound, spawning an object/weapon/AI)

It should be done in a few weeks, the biggest part will be to remade all the rayman's animation with this new animation engine, then i will make the RayEngine's map editor :)

I will release a version of this software soon, but i first need to be sure that i won't change the save format :)

Re: RayEngine Version 2.0 Beta 3.97

Posted: Thu Nov 11, 2010 4:46 pm
by da1
Mabe you can add a "script object"? You know, you selecting object, and attributing a script in gml to it.

Re: RayEngine Version 2.0 Beta 3.97

Posted: Thu Nov 11, 2010 5:01 pm
by Terminapor
I could, but i won't :D (avoid multiplayer cheating / reverse engines)

Re: RayEngine Version 2.0 Beta 3.97

Posted: Thu Nov 11, 2010 6:19 pm
by da1
You know, lot of games made by RayEnigne dont need multiplayer mode. That option could "get productions wings", give new opportunities ... For example, you go to the caves, and suddenly a barrier fall from the top , cut off your escape way, and before you there is a need to beat your opponent ...

Re: RayEngine Version 2.0 Beta 3.97

Posted: Thu Nov 11, 2010 6:32 pm
by Terminapor
da1 wrote:You know, lot of games made by RayEnigne dont need multiplayer mode. That option could "get productions wings", give new opportunities ... For example, you go to the caves, and suddenly a barrier fall from the top , cut off your escape way, and before you there is a need to beat your opponent ...
Lot of games made by rayengine ? Oo
This is the engine i'm making :D
Of course that'll let's you adding more stuff, but that's will be also pretty hard to do, because of the loading system i made and some other things.

I will try to do my best about edting stuffs, such as timeline events, boss pattern editor, and lot of other stuff :)

Re: RayEngine Version 2.0 Beta 3.97

Posted: Thu Nov 11, 2010 7:12 pm
by da1
Lot of games made by rayengine ? Oo
I live in Poland. I dont need translator to read (understanding is easier than writing), but when i must say something.... translator's assistance is required :( So, don't worry about possible errors, translators are far from ideal ;)

Re: RayEngine Version 2.0 Beta 3.97

Posted: Thu Nov 11, 2010 7:32 pm
by Terminapor
da1 wrote:
Lot of games made by rayengine ? Oo
I live in Poland. I dont need translator to read (understanding is easier than writing), but when i must say something.... translator's assistance is required :( So, don't worry about possible errors, translators are far from ideal ;)
Yeap, i see :wink:

Re: RayEngine Version 2.0 Beta 3.97

Posted: Sun Nov 21, 2010 6:48 pm
by Hedgehog673
I played the engine, it works great, and plays smoothly :)
good luck on it further on

Re: RayEngine Version 2.0 Beta 3.97

Posted: Sat Jan 22, 2011 7:27 pm
by da1
You don't forget?

Re: RayEngine Version 2.0 Beta 3.97

Posted: Fri Jan 28, 2011 2:48 pm
by Terminapor
Nope, of course :D

These was a long break because of the C++ DLL, but now it's over and i'm back to the 'main engine' :)

I will release another version when the Map Editor will be done (only map themselves, not the event stuffs ;) )

Re: RayEngine Version 2.0 Beta 3.97

Posted: Fri Jan 28, 2011 7:13 pm
by da1
Terminapor wrote:(only map themselves, not the event stuffs ;) )
Awww... :(

Re: RayEngine Version 2.0 Beta 3.97

Posted: Mon Feb 14, 2011 5:08 pm
by Terminapor
I'm nearly done with the mapper itself, and i'm working on the event, yet the engine supports :

-Objects
-Path
-Door (gen/kill)

I'm still working on the door, to add some different activation mode (yet only the zone is supported), you can choose the sound it makes, which event it spawns, about activation modes there will be :
-Master destroyed (check if some event are dead (for AI) or deleted (for objects))
-Master exists (check if some events are in the map)
-Counter (for tings generator, but it will support any counter, so you can create cages counter or whatever you wants)

Next release should supports screen moves, AI (not sure since i have to make all the scripts stuff),factory (it spawns random object on a defined area), special objects such as tings, lives, spawnpoints, end sign, etc), special event (event that executes some scripts, so you will be able to play a music, put some weather, etc etc)

Cya guys ! ;)

Re: RayEngine Version 2.0 Beta 3.97

Posted: Sun Feb 20, 2011 6:55 pm
by XTUX345
Good job.

This looks like it could be THE engine to use for 2D platformers in the future, and I am awaiting the next release of this epic engine.

But I have two questions. Does it require all characters to be limbless, and will it run well on modern computers, such as Windows 7 32 and 64 bit (64 bit is optional, but still very nice)?

Thanks.

From, XTUX345

Re: RayEngine Version 2.0 Beta 3.97

Posted: Mon Feb 21, 2011 5:12 pm
by Terminapor
Nope, but using character with limbs, you can't get a smooth animation ;)

And yes, of course it run very well on modern computers (i've tested it on WinXP and Win7 32 bit) :D

Re: RayEngine Version 2.0 Beta 3.97

Posted: Fri Mar 18, 2011 8:30 pm
by XTUX345
Any more progress on the engine?

Re: RayEngine Version 2.0 Beta 3.97

Posted: Sat Mar 19, 2011 2:16 pm
by Terminapor
Yes, sorry for the lack of updates, actually i'm re-working on the animation DLL in order to add the effects support :D

The format of the animation file is done (animations, origin (not really used in the engine yet), effects and notifications)

When it will be done i will release the engine, and start working on the basic programmation language for events (AI, Bosses, scripted event, etc...) but it might be a little bit buggy, since i'm switching to a new way of detecting the types inside the map (it won't use GM instances anymore, run way faster and should let you creating new type such as boosts, or whatever you want)

Cya ! :p