Suite / Tools / Kymela
Kymela
2D game editor
Kymela keeps visuals and logic apart: scenes, objects and assets are put together in the editor, and behaviour is written in C with raylib from your code editor. When you save, the game recompiles and keeps running without losing its state.
- Status
- In development
- Built with
- Flutter + C99 engine on raylib, built with zig
Features
Scenes and objects
Scenes, objects with inheritance, sprites, images, fonts and sounds, each asset in its own file.
Events in C
create, update, draw, draw_hud, destroy and collisions, written as C functions on top of raylib.
Hot reload
Save your code, it recompiles and the game carries on where it was, no restart.
Compiler included
zig ships with Kymela: nothing to install to build and run from the editor, with the error log in view.
Collisions and cameras
Mask-based collisions, cameras, per-instance transform and draw order.
Export
Windows and Linux (an executable plus a .pak) and the Web through Emscripten.
Built-in manual
Press F1 to open the manual, in Spanish and English, without leaving the editor.
