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Echo Editor
Welcome to the Echo Editor Wiki.
The Echo Editor is a GUI-based configuration tool for Echo Engine projects. It streamlines setup of game metadata, narrative content, gameplay parameters, and asset management—without manually editing files or code.
This documentation describes how to operate the editor, what each field means, recommended workflows, and troubleshooting guidance.
The Echo Editor allows you to:
- Configure titles, fonts, icons, and background music.
- Write or import narrative text (prolog, cutscenes, endings).
- Set gameplay variables (health, damage chance, win conditions).
- Build tutorial and main levels using a grid-based editor.
- Export your project into a distributable package.
- Test your game directly within the editor.
- Access built-in help and About information.
Prerequisite: You must have a valid Echo Engine project folder (e.g., Working_game/) with the expected subdirectories. Use the Echo Hub to create one if needed.
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Getting Started
Overview of initial setup, launching the editor, UI navigation, tooltips, and core interaction behavior. -
Game Setup Tab (Core Configuration)
Explains all essential configuration fields:- Basic settings (title, font, icon, music, credits)
- Narrative content (prolog, cutscenes, game-over text, win text)
- Gameplay parameters (health, damage chance, win location, required items)
- Validation behavior, save logic, and where output files are written.
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Tutorial Tab
Grid-based level editor for creating tutorial floors. -
Main Level Tab
Editor for building the game’s primary multi-floor levels. -
Export Tab
Instructions for packaging theWorking_game/directory for distribution. -
Test App Tab
Allows you to run a playable preview of the game using the current configuration. -
About Tab
Provides information about the Echo Editor and its contributors. -
Help Tab
Gives access to in-editor help content, typically mirroring this wiki.
- File pickers with extension validation.
- Text-or-file input widgets for narrative fields.
- Real-time validation with error highlighting.
- Optional audio conversion (e.g., MP3/OGG → WAV if supported).
- Automatic directory creation on save.
- Icon preview rendering.
- Tooltips on all major fields and labels.
- Manual Save: The editor only writes changes when you click “Save.”
- Auto-Load: Existing configuration files load automatically when the editor opens.
- Optional Fields: Leaving optional fields blank removes related files on save.
- Validation First: Fields turn red when invalid; resolve issues from top to bottom.
- External Editing: Large texts are best written in an external editor and imported.
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Backups: Create a copy of your
Working_game/directory before major edits.
Common issues and typical causes:
| Issue | Likely Cause | Fix |
|---|---|---|
| “File not found” | Invalid path | Re-select the file via the file picker. |
| Audio conversion fails | Missing converter support | Use .wav files directly. |
| Font not loading | Invalid or unsupported file | Verify the .ttf externally or choose another. |
| Coordinate errors | Incorrect formatting | Must be exactly X,Y,Z without extra commas. |
| Field shows green but empty | Loaded empty text file | Delete the file or re-save with correct text. |
| UI lag or freeze | Large images or long text input | Reduce image size; edit text externally. |
Report issues or feature requests on GitHub:
GitHub Issues:
https://github.com/DirectedHunt42/EchoEngine/issues
Include the following for best results:
- Steps to reproduce the issue
- Operating system
- Screenshots or error messages