Gameleon is first and foremost a cloud-based tool
It is delivered over the Internet as a service that is available anywhere, on any browser. The games you make are stored in the cloud and you will have access to them from any device with an Internet connection. Nothing is stored locally and you don’t have to worry about carrying information around with you.
That being said, the most important thing to remember about Gameleon is that it’s a Game Editor, and it was designed to do one thing and do it well: make awesome real-time multiplayer or singleplayer browser games. Make no mistake about it: the editor is a complement to the realm.
Everything here can also be done by manually writing code in the realm, without using the editor, but it will take weeks instead of hours or even minutes, as it would with the editor. The editor is designed to help speed up the process, but it is not vital to make the platform work by itself. This is why this tool is at the core of the commercial part of Gameleon.
It is the premium service you can buy, to make things even more awesome! To edit a game, Gameleon has a number of tools and features to make the job easier. Let’s go through each briefly:
Simply drag and drop the background image into the editor. It will instantly be utilized as a backdrop for your polygons, for you to draw on top.
Because you can use pictures for the background instead of tiles, it gives you complete freedom to create any type of environment: an oasis, a space station, a boat, a jungle area and anything you can imagine can be used as a map. Even a picture taken with your camera or the floor plan of a house.
The polygon tool allows you draw polygons on top of your uploaded map image. These polygons serve to define obstacles, walkable areas and other surfaces with functional value for the game (such as areas that trigger events, or “inside/outside” areas which are mutually exclusive when it comes to visibility).
You simply point and lick to define polygon edges, and later on you ca stretch, move collapse or delete them with ease. “Wall” polygons are considered obstacles and the game engine does not allow players or wandering NPC’s to walk through them, unlike roads which are completely open to exploration.
Polygons can also be either inside or outside polygons, a concept that makes maps more interesting by allowing you to use different background images for the map for areas that are considered indoos, creates interesting “phasing” effects for your game and enriches the prototype.
Any game map needs to be populated with objects. This comprehensive category includes NPC’s that interact with the player (from item vendors to quest givers or enemies players must slay), containers (such as treasure chests or egg sacks), visible or invisible even triggers and sound generatos.
One of the key features of any game is the player’s interaction with world objects: NPC’s, enemies, monsters, allies, treasure chests and more. In Gameleon, adding new objects and defining their look and function has been made easier than ever. You can directly drag new items on top of the map, where a placeholder skin will adorn it until you decide to give it an appropriate skin.
You drag and drop any new object directly onto the map and then easily define all graphical (skin, animations, facing etc.) and functional (AI, scripting, paths etc) visually. Objects can also easily be cloned, edited, moved or deleted at any time.
Objects need skins and animations. The Skin tool deals with just that – and it does so with ease through a wonderful visual interface. The skin editor is the place where the magic happens: this interface allows you to drag and drop image files for each animation or “stance” of the object, and you may add any number of stances to the object skin.
Isometric (2.5D) skins also feature angles for each stance, giving you the opportunity to create a rotatable or multi-faced monster or isometric object in the game. We used this feature extensively when re-creating a level in Diablo 2 with Gameleon. All you need to do is draw up the frames for your skin or animation and drag-and-drop them directly into the editor.
You can create 2d or isometric (2.5d) skins or just browse the built-in models that come with the editor.
Point and click to define flexible paths that NPC’s follow for various events. Guards use paths to patrol areas, wandering monsters walk along them as part of their behavior and so forth.
In the object mode you’ll find the Path tool, which allows you click away and create nodes on the map which are then connected to create a pathway. These pathways can then be attributed to objects and you can thus create roaming monsters, patrolling guards or moving clouds.
They’re even easier to define than polygons but are just as flexible, and you can change them, re-shape them dynamically, name them, and so forth.
Every game needs game mechanics, and every game mechanic needs attributes: objects in a game are represented by their statistics, such as hit points, speed, critical chance, weight and so forth.
Gameleon will provide an extensive visual tool for defining your game attributes, and then integrating them into complex mechanics: spell formulas, xp curves, hit mechanics and much more.
All you have to do is decide how an object behaves and when, and connect those scripts with events and triggers. Done!
Heroes are meant for heroic quests and might missions. As well as providing a way to deliver story and lore, quests are the staple RPG mechanic for advancing characters through the game, both geographically as well as story-wise.
And since they play such a pivotal role in games, we’ve included a comprehensive quest editor in Gameleon that lets you take a creative stand on what you want your players to experience.
Achievements are your way of rewarding your players for their hard work and dedication: a badge of honor to acclaim when they’ve accomplished something amazing or unusual.
These rewards are achieved automatically when a player meets the criteria, and can grant them titles and bragging rights as well as guarantee replayability for your game.
Items and Loot
Give players powerful items: weapons, armors, potions and power-ups with a simple and elegant Item Creation tool. Define item types (whether it’s a weapon, an armor, what kind of slot it occupies, it is a consumble, a potion etc) and, more importantly, what bonuses or enhancements those items provide. Via integration with the Attributes editor, you define what stats and attribute an item improves, what effect a consumable such as a potion or energy drink will have in-game. You also give your items and graphics through the same drag and drop system as the skin editor – and using our Loot Table editor, you get to assign loot tables to monsters or containers, telling the game what monsters drop specific items and how often etc.
Following the release of the Gameleon Live Beta, this video will show you the basic actions and steps you take when making a small map or prototype. In this video, you’ll see how to use Gameleon’s Polygon and Object modes, how to create a basic map using resources we put at your disposal, how to create simple AI and how to publish and play test your creation. Enjoy!
This only scratches the surface of what Gameleon’s tools and features are capable of. If you have any questions about how it works or you would like to get involved, we’ll be more than happy to hear from you.