Lately, I have come across an opportunity to begin the development of Game-Editor 2.
Reasons are:
- I planned it a long time ago
- I received a chance to do so, as I said
- There aren't any "good enough" 2D game engines or they are overpriced.
- I managed to deal with a 2.5GB game-editor project. A project so big
that game-editor was hardly succeeding to enter "Game Mode".
I decided that I should pause the project and create a new engine.
- Not only I, but many people actually do need a better editor.
Those are solely the reasons to start but in order to continue,
I would have to find motivation in you, the community of already grown
game developers, each with a sparkling talent and uniqueness.
That's why I am making an early (relatively) announcement.
We have a lot to discuss. Spam comments are going to be
deleted as well as placeholder comments such as:
"Finally", "Good work!", "Amazing", etc. I need this to be
an actual development thread, with opinion, questions, suggestions
and any kind of useful information in any form.
The new engine is going to represent game-editor in any aspect, and yet, the underlying libraries and frameworks are going to be completely different. Think of it like game-editor if it was constantly improved, all the way since its first release. I really hold on to authenticity, because game-editor have defined probably the best concepts for RGD across the variety of indie environments. Game-Editor 2 shares the philosophy for game creation with its descendant Game-Editor Original, but implements the editor interface by virtue of GTK+ which is the best cross-platform GUI toolkit available for the C programming language and utilizes ORX engine (framework) for the actual game rendering and in-game mechanics. ORX is the best (and almost the only) game engine that can be used in conjunction with C-GTK+. Moreover, it contains the power of every modern game engine out there (In fact, it exceeds them). GTK+ as a toolkit also comes with Cairo, a library for optimized vector drawing, gio for i/o including networking i/o, gobject for a slight object-oriented taste in C, glib thread support, abstract data and more. So to represent in one sentence - GTK+ORX Game-Editor 2021
I have discussed implementation details with the person responsible for the existence of ORX, which is actually a very powerful programmer with years of experience in the game development sector, working the most prestigious jobs as a game developer and author of the entirety of ORX engine. Additionally, I've discussed marketing for years, with my boss, Peter Krumins, CEO of "browserling" and other products. And now, let's get what is left in this community, merge it with ORX community and even GTK+ community (because this editor will also serve as a standard for GNOME applications) and every other game developer in the world, who wants their needs to be reflected on the surface of this upcoming game engine. That's right, this software will be inspired from everyone's needs, not just mine, which are already far beyond average due to my high-placed goals in general.
I've been working for two and something monthes already and I've established an Alpha release.
The development stages are going to be grouped in the following manner in respect to the versioning system:
1. Game-Editor alpha - current, that is, base interface, adding/removing/cloning actor, configuring actor, game mode and a good amount of editor features
2. Game-Editor beta (the next stage, which is rewriting alpha in a cleaner manner, fixing issues and adding more base features)
3. Game-Editor2 stable (same as beta, but tested by users and influenced by user feedback)
4. Game-Editor2 1.0b (Writing a custom C99 Interpreter, adding IDE and Script Editor functionality)
5. Game-Editor2 1.0 (first official release, includes windows and Android export binaries)
6. Game-Editor2 1.1 (adding a plug-in interface to the editor)
7. Game-Editor2 1.2b (adding context menu game logic handling for those unfamiliar with scripting)
8. Game-Editor2 1.2.1b (adding project management)
TBA
Some of the most notable features that will be added and are not found in Game-Editor Original:
- Hardware Accelleration
- Actor transformations - Scale, Rotate, Stretch, Mirror
- Real-time resolution change
- Networking support
- Joint mechanics
More sophisticated features:
- Shaders
- Particles
- FX
- Generators
The end of crashes, bugs and other issues.
This is the list of already added NEW features (that were not introduced in gE)
1. Scroll to game center keyboard shortcut
2. Auto actor naming
3. Extra preferences page with extra settings
4. Resolution numbering
5. Editor full screen mode
6. Selected actor bonding box
7. Selected actor pivot point
8. Dark theme
9. Extra game options page with extra settings
10. Show FPS Game Option
11. X/Y spin button controls
12. Paned window actor controls
13. Locked actors will appear greyed out
14. Ctrl+L lock actor keyboard shortcut
15. View actor custom width/height
16. View actor zoom
17. editor zoom to view zoom keyboard shortcut
18. Clone actor shortcut
19. actor custom width/height
20. actor info tooltips
21. view actor visibility at lighter game backgrounds
22. actor flip
23. actor rotation
24. Editor actor paint
25. Add animation
26. Sprite animating, better frames detection
27. Aniamte in-editor
28. "Smooth" option for animations
This is the list of some more features to be added:
1. Custom cursor
2. Dragging actor while zooming
3. Actor drag direction lock
4. Renaming actor
5. Guidelines
6. Cursor scale, rotate, stretch mode and keyboard shortcuts
7. Dragging actor on pivot point
8. Fading overlay when zooming showing zoom level
9. engine settings (experimental features, etc - FILEIO)
10. Monitor (/w command console to modify engine settings etc)
11. Loading on game mode (no instant window disappear, wait for orx window)
12. Use gallocator module
13. Actor snap
14. Transparent actors control pane
15. Reordering actor control sections
And this is the list of implemented features typical for gE:
1. Game Mode
2. Game Configuration
3. Preferences
4. Editor Game World
5. Zoom
6. Add actor
7. Remove actor
8. Clone actor
9. Actor movement
10. Actor control
----1. Navigation combo box
----2. Transparency
----3. Z-depth
----4. Add animation
----5. Remove animation
----6. Animate
----7. Animation selector
11. Actor locking
12. xy display
13. Actor cursor
If you really need a feature, but it turns out that you are pretty much the only one
that really needs it, it's okay, there are still some good news for you.
The plug-in architecture will allow you to write a plug-in with full-access to editor
components through an API, in C, without compilation or installations. Just by putting
the plugin.c in the plugins directory and the editor will do the rest. By the same mechanism
I'll be adding a "Simulation Mode", which allows one to edit the game while running it and
advanced sprite editor.
Donation and future pricing?
Now to the more delicate subject. I have no intentions to sell my efford for free.
I really don't want to die homeless. I have a nasty eye condition, which makes me
unable to work as much as I used to and working has been a challening fight those days.
I will need investment and profit to be able to maintain this. My life is quite expensive.
Programming is not easy, especially when you are into such a big project alone.
I just need support in any form. Without it, there is less guarantee that I'll be able to do it,
especially any time soon.
This sounds scary doesn't it?
Don't leave!
Yes, I was absolutely being uncompromisingly honest with all that, but remember that I said
that this will be the cheapest engine to use? Well, it is actually going to be FREE!!
Of course, I'll still need to make a profit from it somehow right? So what I'll do is
provide users with a monthly subscription of just 9$ to be able to export the game.
We only need to export the game when we are finally done with it, correct?
So you have absolutely no problem trying the engine, as it is, fully featured, for free.
Donation privileges
- Anyone who donates more than 1$ will have the privilege to test some non-official builds with all their features.
Those users will be credited and will be assigned with a "Donator" tag. They'll have a permanent
premium support and will receive real time progress information upon request.
- Those who have donated more than 9$ will automatically have a subscription, lasting for a
period equal to the amount they have donated. 18$ - 2 month subscription with a "Financial support"
tag.
- Users who have helped, may be invited to join "the team", which will give them privilege to
use every version and snapshot, without the need for subscription, but this will only
happen when and if I decide. They'll have the "Staff member" profile tag
- ORX developers have the same privilege with a "Developer" tag
...that is when I have a site.
Links
I just created this Patreon page: https://www.patreon.com/gameeditor2
and this youtube channel: https://www.youtube.com/channel/UCKeGRQ ... vzZFH9veww
and this for images: https://ale-s.imgbb.com/
and you can visist the #Game-Editor2 channel on ORX's discord - https://discord.com/invite/aC84aJJ
there you can find lots of videos, showcasing isolated features as well as more info
Ko-fi, if you don't find Patreon suitable for donations: https://ko-fi.com/gameeditor2
links will be soon updated, when I have more time.
Also, more announcements are going to be made, in different places.