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Make Your Own Game

johnjohto edited this page Jul 24, 2026 · 4 revisions

Make Your Own Game

The full creator path is documented in the repo — this page is the illustrated overview.

The loop

1. Copy a sample. Projects are plain folders of JSON + Tiled TMX. Never edit the originals — copy samples/starter and open the copy.

2. Open it in Studio (from a repo checkout: pwsh tools/run.ps1 --studio). Everything is browsable and editable through forms generated from the same schemas the engine validates with — an invalid record cannot be saved, and a problems panel runs softlock lints over your world:

Species form

3. Paint maps, author events, script behavior. The Studio Tour shows each workspace.

4. Play-test in one click. Studio launches your game as a separate process with an isolated save — your real saves never collide with test runs.

5. Ship it. pwsh tools/export_game.ps1 -Project my-game produces a folder a player just runs — see Export and Share.

What "everything is data" buys you

The faithful Pokémon Red build and the samples run on the same engine binary — the differences are entirely in project data: species, moves, the type chart, maps, story events, battle formulas, menu vocabulary, even the logical screen size. If the toolkit can express Kanto and Bramblewick, there's a lot of room in between for yours. See Engine Capabilities.

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