Game Editor

On February 2, 2021, work on a proprietary Game-Editor 2 was announced, reimplementing it atop of GTK and ORX.

Navigating the editor map (where the level is designed and executed) involves panning.

The interface is composed of a main menu at the top, which shows the current position on the map, and icons indicating the mode(s) the user is in.

The script editor window gives access to the built-in names of objects (actors), variables and functions.

The user can add multiple graphics and animations to an actor from supported formats (listed below).

Game Editor recognizes alpha channels, to enable animation transparencies.

Actors can have either animations or text, which is handy for help sections, menu descriptions, and RPG talk.

Wire Framed regions can serve as borders for some collision, but they're not visible in-game, and cannot receive mouse click events.

Paths are marked as nodes in Game Editor interface, and can specify a route the actor will move on.

Game Editor also adds a folder named "data" into the directory in which the user saved the .ged to store the related graphics, animations, sounds, and music files.

When using game editor, a documentation is accessible reached from the main menu's Help section.

This documentation explains the basics of the editor to the concept of individual script functions.

It was subsequently dual-licensed as of October 2009 under the terms of the GPL v3 and a commercial license for use with proprietary projects.