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| eMotions Graphics Framework |
The eMotions Graphics Framework (EGF) is a script based extension directly to OpenGL. eMotions is an independent graphics engine that can be harnest for any 2D or 3D project. It features a simple object based syntax and has been used to drive games created with Explorations RPG System. eMotions Graphics Framework was written in PowerBASIC. eMotions v2.0 includes dynamic font rendering and embeded GUI components to create user interfaces similar to Windows. Everything is managed within OpenGL enabling full 3D rotation. Simply Amazing! The purpose of eMotions was to create a totally customizable reliable graphics framework. The blend of OpenGL and a user-friendly script syntax has given birth to this powerful game development tool. |
eMotions
Screenshots :
eMotions running with Explorations : eMotions includes pre-made GUI objects : (to emulate Windows) |
| How
eMotions Works? The script syntax for eMotion is object based which makes it simple but very powerful. Once you understand the all the properties of a single graphics object, you can create complex graphics effects within an interactive 3D framework. Save any file as .MOTION and you can double-click it to run the animation. Below is a brief explanation of a sample .MOTION file included within the download. (Lighting.MOTION)
BEGIN: BACKGROUND
Each script segment controls an specific graphics object on the screen. The script above will load and display the background image (MAP.JPG) shown in the above screenshot. (BACKGROUND is a reserved handle name within eMotions.)
BEGIN: SPRITE1
The script above will dispay and animate the character sprite shown in the center of the screen. Each graphics item must have a unique name. eMotions provides a very standard and simple syntax that makes graphics presentation and animation portable.
BEGIN: BLOCK.PERSONAL The script above will attach a small square image, which is also set as a lightsource to the sprite and rotate the light 360 degrees around the sprite. As the light rotates you will notice the sprite casts a shadow. (note : CASTSHADOW property within SPRITE1) The LAYER command controls which object will appear On Top. The higher the LAYER property the closer to the forefront of the render.
For Fun: If you add the command below to the SPRITE1 script, and re-run the script, you will be able to grab the sprite and drag it around the screen. (You only need to add the line anywhere within the BEGIN / END section for SPRITE1) CANDRAG = True, True, True
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Explorations RPG System
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