Message
I felt like the editor is mostly complete, and I’m rather proud of what I made even if I haven’t started much work on the game itself. I’m going to take a moment and ship the editor part of my app, and then I’m going to work on my game and ship the game itself in a different ship.
There wasn’t much difficult programming wise when making this editor/game. I ended up having a bit of feature creep and added too much to the editor I think. But the game part was the most challenging, because not only do I have to manage the programming, but also the assets too. In addition, a game has to be fun, which can feel numb when making a game long-term.
Anyhoo, I’ll be making the game next using my own editor. I hope this ship goes well.
RELEASE NOTES
v0.7
Mostly for demonstration purposes, and to show how the game’s story will be built.
The editor is mostly complete. This release is a release build, but the preprocessor code has been commented out to make available the editor.
How to use the editor: A quick tutorial
Modes
There are two modes: Select and Move.
- Select creates a new sprite object when clicked on a blank space, and ctrl+click will delete the object the cursor is currently on.
- Move is simple. Dragging the selected object changes its position.
Components
The editor panel for components are at the bottom of the ImGui window. Clicking on the drop downs for components (e.g. Transform, Sprite) reveals editable fields. Changes are reflected in the world scene in real-time.
Animations
To edit animations, first add a animation component to the selected object. Then, open the Animation Editor from the view menu or the inspector. From there, you can manually add frames to an animation, change a frame’s duration and the object’s sprite texture at a specified frame. Simple stuff!
Also, you can load/save animations to a file from this menu.
Lights
There are two types of lights: directional and point.
Directional Lights
Directional lights affect the entire scene. Therefore, they only have color and intensity values.
Point Lights
Point lights have intensity, color, radial falloff and volumetric intensity. The first two are rather self-explanatory. Radial falloff dictates how far the point light can go. Think of it as adjusting the radius of a circle. Volumetric intensity is how much the light brightens the volume around it, creating a bloom/halo effect.
MUST HAVE TIPS & TRICKS
- If you don’t have a light or are starting off, consider turning on the spotlight. It lights dark areas temporarily for a better experience when making scenes.
- The game currently expects a “level.txt” scene at the working directory (where the executable is stored). You should save a scene at “path/to/exectuable/level.txt” if you want to actually load the scene and play it.