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Here is how game scripts can be tested seamlessly in Wicked Engine Editor:

11,851 views • 1 year ago •via X (Twitter)

7 Comments

Necip Demirbuga's profile picture
Necip Demirbuga1 year ago

Since you worked at Playstation how similar is your engine to the PhyreEngine and will it ever be available for Mac?

János Turánszki's profile picture
János Turánszki1 year ago

I never used the PhyreEngine and Mac support is not planned currently.

Abduce's profile picture
Abduce2 years ago

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NicoRTX「🎨」's profile picture
NicoRTX「🎨」1 year ago

The engine’s interface feels a bit odd. Maybe it’s just me, but I don't understand the current "content browser". Why not go for something like UE5, Unity, or Godot’s browsers? They’re way more intuitive and smooth to work with.

János Turánszki's profile picture
János Turánszki1 year ago

I'm working on it mostly alone so don't really have time to implement everything that's in other engines. I'm adding what I need at the moment, but improvements by others can be made too.

Aleksandr's profile picture
Aleksandr1 year ago

I believe a script can be part of another script(one scripts populates actor/entity which in turns has its own script to be controlled by). But you do have preview of a script in content browser. You smhow distinguish between scene/level lua scripts and others?

János Turánszki's profile picture
János Turánszki1 year ago

These are the last used scripts that are opened by the user. If a script calls an other one, that will not be shown here.

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