A downloadable Fantasy Game Console for Windows, macOS, and Linux

Buy Now
On Sale!
50% Off
$14.99 $7.49 USD or more

Pick a system, code in Lua and use built-in tools to make your own games!

Pixel Vision 8's core philosophy is to teach retro game development with streamlined workflows. It enables designing games around limited resolutions, colors, sprites, sound and memory. It is ideal for game jams, prototyping ideas or having fun.

The Game Creator is a full development environment for authoring 8-bit games and is built on top of the open source Pixel Vision SDK framework. It contains project management, asset creation, and coding/debugging tools. This all in one solution enables complete end to end development allowing anyone to create desktop games, share them and even build custom tools.

Free Features (Coming Soon)


Pixel Vision 8: Game Creator is offered for free and supports the following features:

  • Supports loading, playing and editing of .pv8 (Games), .pvs (System Templates) and .pvt (Tools) files.
  • Create games in Lua with an easy to learn API optimized for tile based games.
  • Open workflow, allowing you to edit game code (Lua), art (png) or system limits (JSON) with any external editor.
  • Build tools for PV8 to fit your workflow and needs.
  • Easily share games with others as .pv8 (.zip) files.

Pro Features (Paid Early Access)


To fully unlock the Game Creator's potential, you can purchase the pro bundle. Here's what you receive: 

  • Fully featured color editor. Preview your project's colors, modify them and save them to an external png.
  • Sprite preview and edit tool allow you to see the sprites stored in memory and modify them. You can also compress existing sprites into an external .png.
  • SFX generator for making your own sound effects in game projects. You'll have access to templates for different sound effects with manual SFX property customization coming soon.
  • More tools on the way! Be the first to use the new tile map editor and music generator.

Pixel Vision 8 is currently still in development and offered as part of a paid early access program. If you want access to the early alpha builds, simply pay for the pro features. The free version of PV8 will be released to the general public once it reaches beta in spring 2017. If you buy the pro tools and early access now, you will still to get updates and new, pro, only features after the free version is released.

Change Log

Pixel Vision 8 is currently still in active development. Here are some of the recent changes that were made to it:

v0.7.1 Alpha - Experimental

  • New save tool which allows you to preview a game’s files, archive the project and export it.
  • New export workflow which supports creating Pixel Vision 8 runners for Windows, Mac, Linux, and WebGL.
  • Redesigned Settings Tool with support for fullscreen and scaled window mode.
  • New API to get the frames per second value. Call editorBridge.fps and it will return a read-only int for the current frames FPS.
  • Various bug fixes to tools.

This is an untested build of the Game Creator allowing developers to test out early features going into v0.8.0a. Make sure to back up your workspace before using and you may need to create a new workspace to get access to the new Save and Settings tools, or just manually delete them from your Workspace’s Archive folder.

v0.7.0 Alpha - Stable

  • All new shorthand API designed to help speed up game development.
  • Updated demos to show off new APIs and Pixel Vision 8 features.
  • Renaming archives in the File Picker Tool now correctly update their info.json data.
  • Fixed bugs with saving. You can no longer save when no game is loaded, creating a new game lets you save without renaming first and fixed other issues around not detecting when you can save based on external changes.
  • Fixed how Sprite Tool renders transparent colors to work more like the Color Tool.
  • Fixed display oversample issues which would render 1px of the left and bottom of the screen on the top and right.
  • Sprite Tool now displays tilemap.png tiles that are not in the sprite.png file.
  • Background Color was moved from the Screen Buffer Chip into the Color Chip. Should automatically correct itself when loading up a game and saving it.
  • Add overscan option was added to let you crop the screen, simulate old CRT screen clipping and offer a place off screen to store sprites you don’t want to be displayed.
  • The Clear() method now accepts no values, to redraw the entire display like it previously worked, or you can pass in an x, y, width, and height to clear a specific region.
  • Added a new DrawTilemap method to have more granular control over rendering the tilemap. You can also define an x, y, width and height for how much of the tilemap you want to sample and even define an offsetX and offsetY for where to render it on the screen.
  • Removed ScreenBufferChip. While you can still reference it and its APIs, this will be deprecated in future versions.
  • Backward compatibility exists with the previous APIBridge, but all logic is now routed through the new API. This may cause some rendering and performance issues. The APIBridge will be removed so you are encouraged to migrate over to the new APIs.

Purchase

Buy Now
On Sale!
50% Off
$14.99 $7.49 USD or more

In order to download this Fantasy Game Console you must purchase it at or above the minimum price of $7.49 USD. You will get access to the following files:

Game Creator Pro v0.7.0a - Stable (PC) 8 MB
Game Creator Pro v0.7.1a - Experimental (PC) 61 MB
Game Creator Pro v0.7.0a - Stable (Mac) 15 MB
Game Creator Pro v0.7.1a - Experimental (Mac) 80 MB
Game Creator Pro v0.7.0a - Stable (Linux) 30 MB
Game Creator Pro v0.7.1a - Experimental (Linux) 95 MB

Download demo

Download
Quickstart Guide v0.7.0a (2 MB)
Download
Quickstart Guide v0.7.1a (2 MB)
Download
Instruction Manual v0.7.0a (7 MB)
Download
Instruction Manual v0.7.1a (8 MB)