Sneak peek of MightyEditor
As MightyEngine is finally nearing public launch and is getting quite a bit of requests for it, we have decided to start to introduce you to the engine.
First lets take a look at the MightyEditor, it is the content management tool for MightyEngine. You can play around with it here – http://editordemo.mightyfingers.com .
For demo purposes the functionality is limited and we’re resetting the projects every 24 hours.
Let’s explore some of the functionality that the editor offers:
- Asset management. An easy way to handle multiple textures(sprites) and sounds. We’re supporting animated textures and automatically handle various HTML5 sound formats for you so you don’t have to worry about browser support and file conversions.
- Brushes. Add advanced effects and functionality to resources that can be added to entities.
- Entities. Define custom objects and their parameters that can be placed in a game level. For example: the player, the terrain and other related objects.
- Components. Add custom functionality which can be shared by multiple entities. Components are like entities only without any “physical” appearance.
- Internationalization. Built-in internationalization support for your game (not available in the demo).
- Level editor. Create top-down, isometric or side-scrolling levels with your defined entities.
- Branches. Our editor handles multiple configurations and environments, which for an example, allows you to create different content for different servers or to create a debugging environment that does not impact the production version.
- Deploy. Minifies, uglifies and makes optimized code for production with just one click.
- Multi-user support. You can work as a team and simultaneously edit assets or create levels without having to worry about breaking stuff that is being created by other teammates .
- Plugins. The engine has a modular architecture. This allows you to add your own plugins that can be configured and used directly from editor.
All of the parameters that are available in the demo can be easily extended and modified in order to fit MightyEngine more to your needs.
In the near future we also plan to implement these things:
- Even more improved rendering performance
- Develop UI editor so you can create the UI for your game from within the editor. This will allow for a more streamlined UI development without spending a lot of time polishing the UI across platforms.
- Possibility to compile into a native application – iOS, Android, Windows Phone (currently in work in progress)