Game Editor: Difference between revisions
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Revision as of 23:34, 2 September 2008
This article contains promotional content. (September 2008) |
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Developer(s) | Makslane Rodrigues |
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Initial release | February 7, 2003 |
Operating system | Cross-platform |
Available in | English |
Type | Game development/program development |
Website | Game-Editor.com |
Game Editor, often mentioned as "GE" on the Game Editor forums. is a relatively popular game authoring software. Offering multi platform development to Windows (95-Vista), Linux, Windows-based Smartphones, GP2X, Pocket PCs, Handheld PCs. Its compatibility with these platforms is also mentioned on Game Discovery[1] a popular site for game developers, among other powerful software like 3D Gamemaker, Darkbasic, and Game Maker.
Game Editor was created by Makslane Rodrigues, who has been developing it since 2002, now with 30 releases, it is up to version 1.3.9, and is continually under development to date.
The information in this article can also be found (in different formatting) on the Game Editor website[2]
Features
Because of the various sets of features, and the possibilities those grant, creating a game with little of no scripting knowledge is fast and easy.
Interface
The interface is very simple, and is easy to understand. It is filled with the infinite map which you can navigate through simply by dragging it any direction you want to. The main interface also includes a main menu at the top, also showing your position on the map, and icons indicating the mode(s) you are in. You can create objects, save, load, create new, merge, games, export or build your project, access a recently opened project, access scripts in you project within 2-3 clicks through the menu. The interface is divided into little windows, no need to "find" a button, because the interface is intuitive, easily overlooked.
Target platforms
Target platforms include Windows, Linux, Windows Mobile based Smartphones, GP2X and Handhelds. You can also make builds, or export your game data only. This is useful when you want the levels, or parts of the game apart in different files, but don't want them to be all executables. The software itself is available only on Windows and Linux, but see the "System Requirements" later on this page.
Scripting language
Game Editor uses the powerful, widely used C programming language for scripting, in its script editor, defined as a separate action you can do on an event. The script editor is nearly without restrictions on using the language. Anything from creating a simple variable, to complex nested loops and switches can be entered, and as long as the variables, functions are defined, Game Editor is capable of compiling it, allowing you to create even complicated strategy games, with AIs. The script editor itself gives you access to the built in names of objects (actors), variables and functions. It also does real-time syntax coloring, making code more readable, You can also include your own .c files in actions, and creating a Game Editor variable is also 2 clicks from the script editor.
Game Editor delivers powerful scripting within clicks.
Actor concept
The objects in Game Editor are called actors. Notably, this doesn't mean every actor has to be a character. You can add multiple graphics and/or animations to 1 actor, of your own, from the formats listed in the below table. Every image editor has to include at least one of those formats. Also Game Editor can recognize an alpha channel, and add transparencies, and in the case of all images, it recognizes the top-left pixel's color as the transparent color, and finally, there's a transparency value you can modify to set literally how transparent the actor will be overall, which gives various possibilities for adding visual effects to your game, e.g.: fog.
Actors can have either animation, or you can also add text to them, which is handy for help sections, menu descriptions, and RPG talk. With actors you can also play sounds, and add music to your game. This way you can be humming a tune while you play, and enjoy varius sound effects too in a game created with Game Editor. Again there are many file formats you can use. View the below table.
Supported image files | Supported sound files | Supported music files |
---|---|---|
.tga | .wav | .wav |
.bmp | .voc | .mid/.midi |
.pnm | .iff | .ogg |
.png | .aiff | .mod |
.xpm | .riff | .mod |
.xcf | .8svx | .s3m |
.pcx | .it | |
.gif | .xm | |
.jpg/.jpeg | ||
.tif | ||
.lbm |
A very important aspect of actors, is that there are 4 types of them. The normal actor type is what the above talk about. There are also Wire-framed and Filled Regions, and Canvas actors. Wire Framed regions can serve as borders for some collision, but they're not visible in game, and cannot receive mouse click events, therefore if there's an important actor under it with a mouseclick action, then this should go above it, if needed for collision reasons. Filled Regions are also invisible, but can receive actions for mouse clicks. Canvas actors let you draw any line, image or others on them. This allows also the rotation and scaling of other images on other actors, as well as just a file on disk. Using this you could even create a paint program.
Events
The Game Editor engine is event driven. For something to happen in your game, Game Editor handles events you create using the interaction of actors, and other game elements, the mouse and the keyboard. In Game Editor, you can customize to a very high extent what actions happen on an event. Events that can be triggered:
- Activation event
- Animation Finish
- Collision
- Collision Finish
- Create Actor
- Destroy Actor
- Draw Actor
- Key Down
- Key Up
- Mouse Button Down
- Mouse Button Up
- Mouse Enter
- Mouse Leave
- Path Finish
- Out of Vision
- Timer
And here is a list of actions you can select to be done on any of those events:
- Change Animation
- Change Animation Direction
- Change Cursor
- Change Parent
- Change Path
- Change Transparency
- Change Z-Depth
- Collision State
- Conditional Action
- Create Actor
- Create Timer
- Destroy Actor
- Destroy Timer
- Event Disable
- Event Enable
- Follow Mouse
- Move To
- Physical Response
- Play Music
- Play Sound
- Script Editor
- Set Text
- To Anterior Position
- Visible State
Also, you can add as many actions to an event as you want to
Level creation
Designing and making levels functional is easy, based on the other features. But there must be ways to divide them in order to keep memory usage low. Game Editor provides 2 ways for this. 1 is creating separate files for each level, and then linking them only with 1-2 functions. But if the levels are small anyway, and you don't want to separate them so badly, then you can put all levels into one file, and surround the levels with activation regions which defines the surrounded part of the file loaded in and out of the memory together, depending on whether it is on screen or not. If you have earlier created a separate level file, then you can merge projects together into 1 file.
Non-actor objects
Game Editor also allows you to create Paths, and activation events. Paths are marked as nodes in Game Editor interface, and can specify a route the actor will move on. The speed of the path can also be modified, and the path can be made up of Bezier curves and linear lines too.
Activation events are another important aspect. When one actor receives an event, then if there's an activation event on that actor for that event, then it triggers an activation event on the specified actor. Example: If in game play to cars crash, and there's a hintbox actor which comments in-game events, and we want the hintbox to say: "2 cars crashed" when they did, then we create an activation event one of the cars, and make the triggering event a collision with another car actor, and then set the activation event receiver to Hintbox, and finally, create an action for the activation event on hintbox, which is a Set Text, and then we can specify the color, and font of the displayed text too. But there are many applications of this feature.
File extension
Game Editor, before exporting/building your game into an executable, it can save your project, into a .ged file. All versions of Game Editor are backwards compatible. Game Editor also adds a folder named "data" into the directory in which you saved the .ged to store the related graphics, animations, sounds, and music files. To save your undo/redo possibilities, a .ged.undo file is created.
Documentations
When you get Game Editor (no matter whether demo or pro) you are given a documentation reached from the main menu's Help section. To view the online documentation of Game Editor, click here. On the webpage of Game Editor you'll find the Game Editor forum which is highly active, and any question asked there is answered soon, usually within 24 hours. The forums and documentations also include tutorials of many kinds, with all the related files.
Download and press releases
Game Editor is available for free download on most of the software download sites. Like Download.com, Softpedia.com, DownloadMost.com. To download it from the Game Editor site click here. There have been a few press releases, like the earlier included Game Discovery page[1], a press release at Express Press Release[3] and Free Press Release[4]. Game Editor is also included in the widely used ambrosine game creation resource page.[5].
Editions
Game Editor has two different editions. Demo and Pro. The Demo is free to download, with only 2 restrictions. If you have the Pro version, then you can export to all platforms, and no add is shown in you game executable. In the demo version an add appears in the bottom-left corner of your game, and you can only create executables for windows. However you can use all events, actions and elements of Game Editor otherwise.
System Requirements
- Windows 95/98/ME/2000/2003/XP/Vista, Windows Tablet PC, Linux
- x86 (Pentium, AMD..) or equivalent processor
- 200Mhz
- 32Mb RAM
Version history
version number | What was new there? | Release date |
---|---|---|
First Beta | - | Feb. 07. 2003 |
1.0 beta build 102 |
|
Feb. 10. 2003 |
1.0 beta build 103 |
|
Feb. 12. 2003 |
1.0 beta build 104 |
|
Feb. 13. 2003 |
1.0 beta build 105 |
|
Mar. 04. 2003 |
1.0 beta build 106 |
|
Mar. 05. 2003 |
1.0 beta build 107 |
|
Mar. 09. 2003 |
1.0 beta build 108 |
|
Apr. 09. 2003 |
1.0 beta build 109 |
|
Apr. 15. 2003 |
1.0 beta build 110 |
|
May 04. 2003 |
1.1 |
Physical Response action, Collision Finish event, Local and user variables, Global scripts, sound pan control
|
Sept. 10. 2003 |
1.2 |
|
May 28. 2004 |
1.2.1 |
|
July 23. 2004 |
1.2.2 |
|
July 29. 2004 |
1.2.3 |
|
Aug. 26. 2004 |
1.2.4 |
|
Oct. 16. 2004 |
1.2.6 |
|
Nov. 20. 2004 |
1.2.7 |
|
Dec. 13. 2004 |
1.2.8 |
|
Mar. 4. 2005 |
1.2.9 |
|
May 25. 005 |
1.3.0 |
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June 20. 2005 |
1.3.1 |
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Aug. 30. 2005 |
1.3.2 |
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Sept. 20. 2005 |
1.3.3 |
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Nov. 21. 2005 |
1.3.4 |
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Jan. 13. 2006 |
1.3.5 |
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Aug. 22. 2006 |
1.3.6 |
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Nov. 21. 2006 |
1.3.7 |
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Apr. 25. 2007 |
1.3.8 |
|
June 19. 2007 |
1.3.9 |
|
Nov. 16. 2007 |
References
- ^ a b Game Discovery review Cite error: The named reference "Game Discovery" was defined multiple times with different content (see the help page).
- ^ Game Editor website
- ^ Express Press Release review
- ^ Free Press Release review
- ^ Ambrosine game creation resources