[HN Gopher] Visual Game Editor for Pixi.js
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       Visual Game Editor for Pixi.js
        
       Author : erlend_sh
       Score  : 228 points
       Date   : 2020-08-16 10:20 UTC (12 hours ago)
        
 (HTM) web link (ctjs.rocks)
 (TXT) w3m dump (ctjs.rocks)
        
       | erlend_sh wrote:
       | GitHub: https://github.com/ct-js/ct-js
       | 
       | I think ct.js is a hidden gem of open source game tooling. Pixi
       | is among the most mature and popular game engines available for
       | 2D game development, but it doesn't have an official editor.
       | ct.js simply layers a whole suite of graphical interfaces on top
       | of Pixi to make it accessible to a wider audience.
       | 
       | The author is a classic "would rather spend time coding than
       | doing PR" open source dev. I hope HN can show some appreciation
       | for their work.
        
         | andrewmcwatters wrote:
         | It's not that much of a hidden gem, it's one of the top 2D game
         | engines on GitHub. https://github.com/topics/2d-game-engine
        
         | ido wrote:
         | I wouldn't call Pixi a game engine, it's more like a rendering
         | library isn't it?
        
           | erlend_sh wrote:
           | That's an equally valid description of it. They have started
           | describing it as a "creation engine" in their own copy.
        
           | ghthor wrote:
           | Yeah, pixi is just a rendering engine. A way to specify
           | sprites and declare there positions on the canvas and have
           | the rendering engine lay them out and update the canvas.
        
         | searchableguy wrote:
         | Awesome work. I will try it this week!
        
       | caiobegotti wrote:
       | The collision shape editor seems quite nice and beginner-friendly
       | indeed, I remember a game developer friend of mine in the old
       | days telling me how many nights he wasted fixing collision boxes.
       | I am humbled by how little of game development I understand but
       | this looks super well crafted.
        
         | grawprog wrote:
         | Collision boxes make my brain hurt. I spent a week once with
         | Sfml trying to get my collision boxes to change in size
         | accordingly and still work properly when the player crouched.
         | Not to mention just the hassle of trying to get the collision
         | boxes to interact with all sides of every other object
         | properly.
         | 
         | I just remember it breaking every time I added the code for the
         | next side and having to go back and figure where I fucked up to
         | begin with.
         | 
         | Then I used the godot engine and editor next time. Having
         | simple, easily created, collision boxes that just worked was
         | pretty mind blowing to me. That and setting up sprite
         | animations...that had been another week of struggle with Sfml.
        
       | Waterluvian wrote:
       | The name confuses me a little. I had always felt the foo.js
       | branding meant "this is a library".
        
         | nogabebop23 wrote:
         | I always interepeted the *.js to mean "belonging to the js /
         | web front end ecosystem"
        
       | karimmaassen wrote:
       | Can I use this to build and deploy games for iOS or Android?
        
         | pierrec wrote:
         | Whatever you make with this will be contained in a webpage. You
         | can turn it into an app using a tool like Apache Cordova. Not
         | the most efficient approach in terms of battery/memory/etc
         | usage, but it works.
        
       | jerrygoyal wrote:
       | Recent developments in visual editing specially for 2d games is
       | wonderful. Wondering if there's a visual editor yet which also
       | supports multiplayer games.
        
         | candiodari wrote:
         | Roblox would be an example of that. Only 3d, and quite cartoony
         | looking.
        
       | krm01 wrote:
       | I've used a ton of game engines throughout the years. This looks
       | better than most closed-source and paid software. Can't wait to
       | give it a try.
        
       | harryf wrote:
       | Would be nice if they took at look at the OSX build... doesn't
       | seem to contain most of the example assets for the tutorials.
       | Plus some kind of installer script would be even better.
        
       | umvi wrote:
       | I downloaded this and tried it out, but it seems to hide all the
       | implementation details. What if we need to make some changes to
       | index.html? For example, I want to make a game like Untrusted
       | (https://alexnisnevich.github.io/untrusted/) but to do so I need
       | to be able to create a textbox for code editing next to the game
       | canvas.
       | 
       | Is this possible to do under ct.js?
        
       | mrspeaker wrote:
       | This looks really cool - there goes the rest of my weekend
       | testing this out! The JS game world has been missing a straight-
       | forward editor like this... there are 3rd party tools that are
       | very powerful (like Tiled), but having everything integrated is
       | just... fun! And that's pretty important when you're making
       | games!
       | 
       | [Edit: if the person who created ct.js is around: I just booted
       | it up, and it looks nice and simple - but I think I'd make the
       | default "empty" project be populated with a minimal texture and
       | room... you should be able to launch a game and see what this
       | software is about instantly: like Blender's "default cube".
       | 
       | This could be disabled for experts if it's annoying to delete
       | things, but it would really encourage beginners and tire-kickers
       | to dig in rather than having to figure out how get started and go
       | through tutorials]
        
       | kanobo wrote:
       | Ct-js and Pixi.js is great, but personally I always reach for
       | Phaser (https://phaser.io/) and the Phaser Editor 2d IDE
       | (https://phasereditor2d.com/) first for games. There's just more
       | batteries included with a better ecosystem if you're making an
       | interactive game. I would use Pixi.js if I didn't need any
       | interaction or sounds or sprite sheets.
        
         | Aperocky wrote:
         | Sprite sheets work fine with pixi, at least in my very
         | rudimentary project of around 20 different sprites, did you
         | encounter any problem in that space?
        
       | tenaciousDaniel wrote:
       | Wow, I can't believe I haven't seen this before. This looks
       | absolutely incredible!
        
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       (page generated 2020-08-16 23:00 UTC)