Pixin Builder

A no-code visual editor for 2D point-and-click adventures. The whole game is one serializable data document, played by a PixiJS v8 engine that runs without the editor.

β–Ά Play the demo πŸ“– Documentation

πŸ“¦ Install

Scaffold a project β€” the editor and engine, wired up:

npm create @theideaguards/pixin my-game
cd my-game && npm install && npm run dev   # open ?edit for the editor

Add -- --template demo for this demo game β€” or embed the engine in your own app:

npm install @theideaguards/pixin

πŸ€– Ships with Claude Code skills

Clone the repo and an AI assistant can drive the editor and author your game with you:

Everything the editor can do

Scenes & layers

  • Multi-scene worlds with fade transitions
  • Image, animated & procedural layers β€” place, reorder, parallax
  • Walkable areas + obstacle holes; depth scaling
  • Spawn points; follow / pillar-box camera per scene

Interactions & items

  • Hotspots: pickable, interact, exit, inspect, enter-triggers
  • Inventory with combine recipes & β€œuse item on object”
  • Examine β€œlook at” text (incl. state-dependent)
  • One condition / effect vocabulary gates everything

Characters & animation

  • Frame-by-frame atlases β†’ AnimatedSprite
  • 8-direction walk cycles (mirrored), idle / pickup / interact / talk
  • Conditional appearance variants (swap by flag)
  • Stitch individual frames into an atlas in-editor

NPCs & dialogue

  • Global cast placed per scene; movement paths (loop / pingpong)
  • Branching dialogue trees with conditional choices
  • Typewriter text + skip; per-NPC voice (gibberish or uploaded)
  • Ambient monologues & world-space speech bubbles

Cross-scene NPC routines

  • Per-NPC node-graph routine (React Flow)
  • Stations + timed / conditional transitions
  • Named scene paths by reference; a home scene
  • Persistent off-scene progression

Stealth

  • NPC vision: range + cone + line-of-sight (holes occlude)
  • Crouch at cover; foreground occlusion hides the player
  • Player-approach detection β€” the NPC walks over and speaks

Cutscenes

  • Scripted sequences: wait / move / anim / face / dialog
  • Camera focus + zoom override
  • Fully skippable; started by an effect or on scene entry

Audio

  • Global Sounds library (reference by id)
  • Per-scene conditional ambient; per-walker footsteps
  • SFX, per-animation sound, voice while speaking

Atmosphere & lighting

  • Weather presets (rain / snow / dust) with full sliders
  • Point emitters (smoke / embers); fog with back & front layers
  • Ambient + local lights (sphere / cone, flicker)
  • Dark scenes + player torch & mask; colour grade, vignette, lightning

Time & logic

  • Game clock & time-of-day; time-window gating
  • Global rules engine (reactive when β†’ then)
  • Auto-generated logic graph of the flag web

Screens, UI & saves

  • Editable loading / title / game-over / end / credits screens
  • Font picker; text-size & volume settings
  • Save / load with a Continue slot

The live editor

  • Floating, multi-window editor over the live running world
  • Tune lighting / weather / NPCs / camera in context β€” no reload
  • Jump scene, set flags, give items, scrub time while authoring
  • Export / import the whole game as one JSON document