Main Menu


New Game:

Clear the current game.

Load:

Load a new game.

Merge:

Merge the current game with a newly loaded game. If the loaded game has an Actor with the same name as an Actor in the currently loaded game, the results will be unpredictable.

Save:

Save the current game. When saving a game, all animations, fonts and sounds are moved into an automatically created folder named "data". This folder is located in the game directory (Animations, fonts and sounds loaded in script must be copied manually to the "data" folder).
A cache file will also be created, so, your game will load faster on the next loading. This cache file can be deleted.

Export:
Export the executable game and pack the data.

You can export your game in a single executable file. This executable file includes all of the game's data, animations and sounds.

     Available Export formats are:

     Windows Executable: Windows executable file (95, 98, Me, NT, 2000, XP).

     PocketPC Executable: PocketPC executable file.

PocketPC version supports:
- Windows CE OS 3.0 (PocketPC 2002) and later
- ARM processors (ARM, StrongARM, PXA, ...)
- Full screen mode only
- wav, mod, s3m, it and xm music files

     Linux Executable: Linux executable file

     Game Data Only: Data file only. Use this format if your game has been distributed in many game files

Exit: Exit to system.


Add a new Actor to the game.

Name: Actor names must begin with characters and must be followed with characters, numbers, or '_'. Script functions and "vars" names are not allowed.
Type: Choose the type of new Actor to be created.

Normal: An Actor that can receive animations (image files that are associated with the Actor).
Canvas: Draw on this Actor using the Drawing Functions.

A Canvas Actor is shown within the Game Editor as a cyan rectangle. It can be moved or resized freely. The rectangle is invisible when the game is running in game mode.

 

Wire Frame Region: An Actor that can create helper Actors for use like sensors to carry out Actions like "Open the door" when the player enters the Wire Frame Region". The Wire Frame Region doesn't register mouse clicks.

A Region Actor is shown within the Game Editor as a green rectangle. It can be moved or resized freely. The rectangle is invisible when the game is running in game mode.

 

Filled Region: An Actor that can create helper Actors for use like sensors or hotspots to register mouse clicks.

A Filled  Region Actor is shown within the Game Editor as a blue rectangle. It can be moved or resized freely. The rectangle is invisible when the game is running in game mode.





Add a new path, or select a existing path to view and edit.

Add Path:

- Enter the path name and the path duration in frames.
- Click on the "Draw" button to begin drawing the path.
- Click on the "Close" button when the new path is finished.

Right click in path point: - Linear: Set the current node to linear.
- Curved: Set the current node to curved.
- Delete: Delete the current node.

Note: Dragging the first path point with the mouse will move the entire path.


Add Activation Region:

An Activation Region is a defined region that is inhabited by Actors that "live" within the region's yellow bounding box. The bounded region is loaded only when the "View" Actor intersects the region. The Activation Region is destroyed when the "View" Actor no longer intersects the region.

Activation Regions allow your game to have many levels, each level in a game can be defined in a different Activation Region. The entire game, along with all of its levels, is saved in an single game file. Activation Regions make envisioning an entire game easy.

 An Activation  Region  is shown within the Game Editor as a yellow rectangle. It can be moved or resized freely. The rectangle is invisible when the game is running in game mode.

Right click on the Activation Region's bounding box edge to initiate a pop-up selector that will allow the removal of  the Activation Region from the game..

If an Actor moves outside of the Activation Region, it will be destroyed only when the Activation Region no longer intersects with the "View" Actor.

An Actor will be destroyed by the  Activation Region when it is outside of the "View".

 Numerous Activation Regions with overlapped regions can be defined.

All of an Activation Region's Actors load inside of the defined region. The Actor's parents, and Actor reference through script is also be loaded.

Actors created with "Create Actor" will be assigned to a visible Activation Region.

If the "View" Actor leaves a region and later it comes back, all Actors will be reloaded, except those destroyed explicitly with the "Destroy Actor" Action.

Any Actor can be loaded with "Create Actor", even if has been destroyed explicitly.

If no Activation Regions have been defined, all game Actors will be loaded.

Show/Hide Regions :

Show or hide Activation Regions and Region Actors

Switch the Game Editor to game mode to run a game.
 Hitting the <ESC> key exits from the "Game Mode".


Game Properties:

- Game resolution: Select the machine detected resolution or enter a custom resolution.
- Mode: Specify "Window" or "Full Screen" mode.
- Frame rate: Specify animation velocity.
- Show mouse: Specify whether the mouse cursor should be shown.
- Audio format: Set audio frequency, mono or stereo and maximum simultaneous sounds in game.
- Icon file: Specify the icon file to be used when exporting a game.
- Game title: Specify the game title to be used when exporting a game.
- Game background color: Specify the game backgound color
- PocketPC Keys: Use to remap PocketPC keys to desktop keys used in a game. The key position can be different on different machines.

Grid Settings:

- Show or hide grid
- Set snap to grid
- Set grid size
- Set grid colors

 


Documentation:

Go Game Editor's documentation files.

Turorials:

Choose a tutorial and learn how make your games

Get New Tutorials:

Keep your tutorials updated with this tool

Game Demos :

Get the game demos

User Foruns :

Go to the Game Editor's forum and learn more

About:

About Game Editor's development.


Mouse Coordinates:

-Mouse coordinates are relative to the game center.
-Show an Actor's coordinates relative to its Parent by clicking on the Actor.