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I will implement "is button down" condition soon. Thanks for the suggestion.
Can you explain what do you want with "Draw button"? I think I will add more attributes to level buttons, like "enabled/disabled" and "visible/hidden". So you can hide or show buttons with level scripts. Also, add option to create buttons dinamically, with visual scripts.
I think it's a good game engine, but I feel that what it lacks to be used for a project that's not so basic is a tile editor that is more organized and simple. Maybe something where you configure the block, and then it copies itself without needing to indicate the block number. The current method creates a lot of objects, and in slightly larger maps, it becomes very chaotic to stay organized.
I didn't understand what you mean when you say "copies itself without needing to indicate the block number".
When adding the objects/blocks in the level, you can click on "grid setting" to configure the grid size. Then, you just need to drag with the mouse to add multiple copies of the block. You don't need to indicate any block number, just select the object type that you want (in the left panel) and click in the position in the level you want it to be created.
To make copy of an object, you can click on the object in the map, with the "select tool", and then click the "clone" button. Similar thing if you want to edit, or delete.
You can just ignore the list of objects in the right panel, if the map is very large, with hundreds or thousands of objects. It's easier to just click in the object in the map, to edit, delete or move the object.