AIR, Flex, Projects → Goblin now comes with entities included
Here’s a quick post to show the entity panel of my game editor (click for full size version).
So on the left is the map view, where you see a really, really hiddeous jumble of a test map. The interesting thing there is the little heart with lips (a placeholder icon I borrowed from a casual game I made a couple years ago). That’s the entity icon, which in this case is a player spawner. That is where the player will start in this map. Yellow means that’s the selected entity, and the white square is where the cursor is (though the mouse pointer isn’t visible since pressing Print Screen doesn’t capture it).
On the right side, things are a little more fun. Those entity properties you see are generated dynamically. This is a really cool thing that I have wanted to try for a long time. The entity’s components define what is exposed and editable in the editor. The editor then builds the UI based on that. So I don’t have to add code to support editing new components; I just add the property definitions to the component, and the rest is magic. I’m hoping this will save me time in the long run. So far? It rocks.
In case it didn’t slap you in the face, the editor is an AIR application, which means I get to do all kinds of file system stuff like load and save maps and assets without security restrictions.
(Maybe in the next post I will finally show a map that isn’t just random lines.)

