A downloadable Fantasy Game Console for Windows, macOS, and Linux
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.
Pro Features (Paid Early Access)
To fully unlock the Game Creator's potential, you can purchase the pro bundle. Here's what you receive:
- 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.
- 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.
Free Version (Available Now)
If you are still undecided on joining early access for Game Creator Pro, you can get a free copy of the Game Creator without the color, sprite, tilemap, sound and music editors.
Pixel Vision 8 Pro 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. 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.
Pixel Vision 8 Pro is currently still in active development. Here are some of the recent changes that were made to it:
V0.7.6 Alpha - Experimental
This is an untested build of the Game Creator allowing developers to test out early features going into v0.8.0a. Make sure to backup your workspace before using. For this update, you should create an entirely new Workspace folder. Find the default location and remove the old bios and core workspace, then start up v0.7.6 to let it recreate the workspace from scratch.
- The Game Creator UI was completely rebuilt from the ground up. There is a new UI framework, and a lot of the tools have been simplified to help fix issues in the workflow. You can now use the UI in your games, and there are a demo project and new system tool to show you how.
- Most of the changes are undocumented at this time. You can find example projects in the new File tool under the System tab. Each project has been updated to take advantage of changes to the PV8 API.
- DrawSprite and DrawSprites have been changed. You no longer need to pass in a bool to flag rendering sprite data above or below the background layer. You can now pass in DrawMode.Sprite/DrawMode.SpriteAbove or DrawMode.SpriteBelow for this to work.
- DrawTile and DrawTiles have been added as an alternative to Tile/UpdateTiles. This focuses solely on drawing tile data to the tilemap, the tilemap cache or the new UI layer. You can call DrawTile(id, c, r, mode, colorOffset) or DrawTiles(ids, c, r, w, mode, colorOffset) to use it. These APIs require the position in column and rows. It accepts DrawMode.Tile, DrawMode.TilemapCache or DrawMode.Layer.
- There is a new UI layer designed for adding HUDs and overlays to games. The UI layer sits above the tilemap but is below sprites. You can draw pixel data, text or tiles to it by supplying DrawMode.UI as the render option. The UI layer is the exact side of the screen and does not scroll. You can clear it by calling ClearUILayer() which is not done automatically when calling RedrawDisplay.
- PV8 archives now live in the Workspace/Games folder. The game you are editing will be stored in the Workspace/Sandbox folder. These paths are customizable in the bios but were changed to accommodate a new file system structure being implemented in a future build.
- There is a new File Browser and Save Tool. The File Browser will now show you tabs for different folders inside of the workspace. The first tab will show your games, the system tab has built-in demos, and the last is for anything in the trash. Games in the trash can now be permanently deleted or restored back to the Workspace/Games folder.
- You can now launch games in the File Browser by double-clicking on them. This allows you to play the game without having to edit it. In the save tool, double-clicking on a file will automatically open that file in the appropriate editor.
- All of the chip settings have been moved into a central location called the Chip Editor. You can access this by going into a project’s save tool and double-clicking on the data.json file. Any changes you make here will be applied to the project. There is also a lock option which allows you to finalize the system specs and not edit them while working.
- Creating a new game automatically moves the contents of the Workspace/Games folder into the trash. Trash is no longer automatically emptied when shutting down the Game Creator so you can restore backups of accidentally deleted projects at any time.
- All of the tools have been migrated over to the new UI Framework and were optimized so they should load 4 to 5 times faster than before.
- The Sprite Editor now allows you to compress your sprites and will create a new optimized sprites.cache.png file. Once this file is created, it will be used instead of the default sprite.png file. If you want to rebuild the cache, you’ll need to delete that file then re-compress the sprites.
- Each project can now store its own SpriteBuilder folder. This allows you to keep all of the resources that belong to a game in one place but it will not count against your project’s total. Only core files are counted.
- There is a new Tile Map editor with support for creating a Tiled friendly json file. You can do this by clicking on the Compress button in the Tilemap Editor. Once you click this, it will convert the tilemap.png file into a tilemap.json file and link up the sprites and collision flags. When you open this file in Tiled, you can make all of your changes there and anything saved will automatically be re-loaded into the game the next time you run it. The old tilemap.png file will be ignored, and this new json file will greatly speed up load times for your game.
- There were over 180 issues resolved in this build making it the largest one to date. Now that the new UI framework is in place, updates to the Game Creator should be a lot easier. The goal is to return to updates every two weeks. You can track all of the open issues on the Github issue page and file any bugs you see there as well.
- Settings tool crashes if launched when a game isn't being edited.
- The music settings are not fully functional. They are currently not mapped to the correct values. While you can make some changes to the music generator, some settings may throw an error or have unexpected results.
- Unable to edit the wave type for SFX settings. There is no UI for this, and it currently displays a slider which will throw an error if it is used. This will be addressed in a future build.
- You can now keep folders in your workspace instead of .pv8 zip files. This features is experimental and may not work as expected.
|Published||Sep 05, 2016|
|Platforms||Windows, macOS, Linux|
|Author||Pixel Vision 8|
|Tags||2D, 8-bit, fantasy-console, Game engine, Pixel Art, pixel-vision-8, pv8, sprites, Tilemap based tools|
|Mentions||Your field guide to fantasy consoles, Get ready for Ludum Dare: Game developme...|
In order to download this Fantasy Game Console you must purchase it at or above the minimum price of $11.24 USD. You will get access to the following files: