2D game engine and editor π₯π£
An OpenGL ES based 2D game engine and editor for Linux, Windows and HTML5. Designed for simple single player games such as puzzle games, platformers, side scrollers and tile based real time strategy and tactics. ππ§©πΊοΈ
C:\detonator
C:\detonator\Detonator.exe
If you want to remove the app simply delete the detonator folder.
All user settings are stored in C:\Users<username>.GameStudio and can also be deleted.
then follow the Build Instructions
Create tile based maps using the tile editor. The map supports multiple layers and both isometric and axis aligned perspective. The map can then be combined with the scene and the scene based entities in order to produce the final game world.
Create animated game play characters in the entity editor. Each entity can contain an arbitrary render tree of nodes with various attachments for physics, rendering, text display etc. The entity system supports scriptable animation state graph as well as animation tracks for managing animation and entity state over time. Each entity type can then be associated with a Lua script where you can write your entity specific game play code.
Create materials using the material editor by adjusting properties for the provided default material shaders or create your own materials with custom shaders! Currently supports sprite animations, textures (including text and noise), gradient and color fills out of box.
Create the game play scenes using the scene editor. The entities you create in the entity editor are available here for placing in the scene. Viewport visualization will quickly show you how much of the game world will be seen when the game plays.
Create the game's UI in the UI editor. The UI and the widgets can be styled using a JSON based style file and then individual widgets can have their style properties fine-tuned in the editor. The style system integrates with the editor's material system too!
Create audio graphs using the audio editor. Each audio graph can have a number of elements added to it. The graph then specifies the flow of audio PCM data from source elements to processing elements to finally to the graph output. Currently, supported audio backends are Waveout on Windows, Pulseaudio on Linux and OpenAL on HTML5/WASM. Supported formats are wav, mp3, ogg and flac.
Use the built-in code editor to write the Lua scripts for the entities, scenes, game or UI. The editor has a built-in help system for accessing the engine side Lua API documentation as well as automatic Lua code formatting, linting and a code completion system!
Create different types of particle effects in the particle editor by conveniently adjusting several sliders and knobs that control the particle effect.
This project would not be possible without the following