jpxlz
A downloadable game engine
The jpxlz (Java Pixels) engine is an easy-to-use game engine for developers who want to make simple 2D games in Java or Kotlin without the hassle of dealing with heavyweight commerical game engines such as Unity or Unreal. It's even easier to use than popular Java options such as LibGDX or JMonkey!
All of the Engine's features are completely free. Paying simply gives you a build without a splash screen or watermarks, and access to the engine's source code!
Get Started for Free
Link to the API here:
Maven
Add the following dependency to your pom.xml file.
<dependency> <groupid>createindiestudios</groupid> <artifactid>jpxlz</artifactid> <version>0.2.3-SNAPSHOT</version> </dependency>
Gradle
Free Engine Features
- Pixelart Aesthetics and native Aseprite Support
- Export Aseprite spritesheets as .json and .png files and the engine will automatically load the spritesheet
- Tag support for Aseprite spritesheets. No need to export each animation as a separate spritesheet. Simply create a tag in Aseprite and export the spritesheet. The engine will automatically identify the different tagged animations in the spritesheet.
- Native support for .aseprite files. If exporting .pngs is too much of hassle, the JPXLZ engine can read .aseprite files directly. No need to export spritesheets.
- Simple to use (designed for single threaded games), robust Javadocs
- Virtually non-existant install time. The game engine code is very small.
- Maven, Gradle Support. Simply add the dependency to your game's pom.xml or build.gradle file to get started.
- Or if you hate build tools just download the engine JAR file directly
- Maven, Gradle Support. Simply add the dependency to your game's pom.xml or build.gradle file to get started.
- Blazing performance, hit any FPS target with ease all with the comfort and familiarity of the Java programming language
- Entity Component System
- Add your own custom components to objects via a simple to use API
- Prebuilt and extendable components
- 2D Input Handling (Keyboard and Mouse, Gamepad)
- Easy Controller Support. It just works.
- Lightning fast 2D Physics (Broadphase Collision Detection)
- Simple Lightmaps
- 2D dynamic, spatial audio
- Powerful, Built-in editor
- Load sprites from via explorer into game objects
- Move, delete, copy and paste game objects
- Scale, rotate game objects in-engine
- Undo/Redo actions
- Toggle Layers
- Modify game objects and their component properties via intuitive UI
- Save and Load game objects. Modify serialized game objects in readable .json files.
- Robust and flexable messaging system between game objects acting as triggers for game events
- Dead-simple configuration files
- Kotlin Support -- write your code in Java or Kotlin and feel right at home in the engine
- Use whatever IDE you want, don't be tied down to an engine-specific IDE that sucks (*cough* GameMaker)
Paid Features
Paying users will receive access to .jar file with the following addional features:
- No logo/splashscreen on engine startup!
- No logo/watermark on screen
- Read access to game engine source code on GitHub and the ability to request for new features via the issue tracker. A valuable learning experience if you want to build your OWN engine.
Status | In development |
Category | Tool |
Author | createindie |
Tags | Game engine, java, kotlin, Pixel Art |
Purchase
In order to download this game engine you must purchase it at or above the minimum price of $2.99 USD. You will get access to the following files:
Development log
- Converting from Swing to LWJGLApr 17, 2023
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