π¦ 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
npm β Β·
π Editor documentation Β·
GitHub β
π€ Ships with Claude Code skills
Clone the repo and an AI assistant can drive the editor and author your game with you:
-
pixin-gamedoc β the GameDoc schema mental model; edit
game.json directly.
pixin-editor β βI want to make Xβ β the exact panel and steps.
-
pixin-recipes β ready-made mechanic recipes: locked door, fetch quest,
stealth beat, branching dialogue, cutscene, conditional weather, global rules and more.
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 & βuse item on objectβ
- Examine βlook atβ 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