A: You can start from our Quick start guide.
A: Here are some suggestions:
- Buy Ethanon-powered games if you have an Android or an iPhone/iPad/iPodTouch!
- Text/video tutorials: feel free to make tutorials covering any aspect of EE and I’ll be happy to add (or link, if you prefer) it to the official website or documentation.
- Opinions and feedback: tell me about your experience using the engine, which includes the editor tools and the scripting language. If you can also tell us how you think we can improve the quality of our product, your feedback will be even more appreciated.
- Submit your game or demo. Have you done anything cool with the engine? Share it! Send me a link to your project’s site, your videos or screen shots.
A: As the game engine is quite new, and it’s not yet finished (there are many features to be implemented specially to the editor), there aren’t many games made with it yet. You can check our game gallery to see some of the games that already use EE. If you have published anything that uses Ethanon Engine, please, let me know.
A: It probably is. Although its power hasn’t been extensively explored yet, the scripting language offers all necessary features. Also, the spatial hashing culling system should handle very large scenes quite well.
A: The engine core doesn’t include a single platform-specific line of code, so, yes it is. At this time, it has implementations for Windows, Mac OS X, Android and iOS (both mobile implementations use OpenGL ES 2.0). If you have any experience with Android or iOS development, you’re already able to run it using project templates included in the repository.
Some more useful information here.
A: Yes. Ethanon Engine was not designed for non-programmers. The developer must have good understanding on game logic as well.
A: It uses AngelScript, which is quite similar to C++, C# or Java.
A: It is based on three dimensional normal maps, so we could say that it is partially 3D. Some would call it 2.5D, but we don’t like this term at all since it might be ambiguous. It uses pixel/fragment shaders to compute lighting strength and attenuation over surfaces that are based on actual 2D sprites.
A: You can either use tools that convert bump maps (also known as height maps) to normal maps (many image editors such as Gimp or Photoshop have plug-ins for that), or you can make your models in a 3D object editor such as Blender or 3DS Max and use plug-ins to render their world-space normals.
A few links:
- Creating normal maps for 2D characters
- How not to make normal maps from photos or images
- Creating and using normal maps
- GIMP normal map plug-in
- xNormal normalmapping tool
- Normalmapping in 3ds max video tutorial
A: C/C++ , Java or C# programming skills are pretty much recommended. How much you should know depends on how complex you want your game to be. Game logic understanding is essential. If you have no idea what a game loop is, or how animation and vector math works, you should google it and understand it before using Ethanon Engine.
A: Yes you are. Yes it is free.
A: You should distribute your game with the machine.exe file and your main.angelscript (source-code) or the game.bin file (byte code file, in case you don’t want to share your source-code). When your game is finished, you can rename the machine.exe to whatever_the_name_of_your_game_is.exe.
A: Yes. Just distribute your game with the game.bin instead of the main.angelscript file. The game.bin file will be automatically generated every time you run the machine.exe and it finds the main.angelscript source-code.
A: Yes, but for now only if you know any C/C++ network library and write your own Ethanon Engine plug-in that binds the network functions and objects to AngelScript.
There are plans for native network function bindings and objects in the future.