https://codeberg.org/ZILtoid1991/pixelperfectengine

Originally the editor was a completely separate project, but due to massive architectural changes, it got left behind. So later I decided to put it into the engine’s repository. Then I had the thought:

Why shouldn’t the editor be a direct component of the engine? It would even allow in-game editing of levels in the game. Then it can be individually turned off

However this makes me give a few more dilemma. Should I just use the engine’s newly added high-resolution overlay capabilities to show the windows on top of everything? Should it be a separate window? Should it be an option for both?

  • Skullgrid
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    11 days ago

    depends on what kind of game and what future you plan for the engine. if you are looking to use similar tools (item placement etc) you might be able to re use components for gameplay later if you keep parity with things like the “high resolution overlay capabilities”