Suggested Workflow and Tips
This chapter ties the editor together with a recommended workflow, common pitfalls, and handy shortcuts.
A sample workflow
A reliable way to work through a game in the editor:
- Open the game and get oriented — glance at the Hierarchy to see its structure and the genre shown in the topbar.
- Play it first (Play In Editor) to feel how it currently plays before changing anything.
- Tune the feel in the Physics inspector and the genre-specific panel — speed, gravity, difficulty.
- Arrange the level in the viewport using Select, Move, Resize, and Rect-select; turn on AABB to check collisions.
- Polish the assets — crop, remove backgrounds, regenerate anything that isn't right, and accept the results you like.
- Add animation and sound via the bottom panel to bring objects to life.
- Build out levels with the level tabs — add, duplicate, and tune each one.
- Test with the Test tab and another Play to confirm everything works.
- Save at each good milestone, then publish when you're happy.
This loop — set up, play, tune, test, repeat — is the same rhythm designers use in Unity, Unreal, and Godot.
Common pitfalls
- Forgetting to save. Edits don't reach the game until you save. If a change "didn't work," check whether you saved and reloaded.
- Aspect ratio confusion. The editor and the game both target a 16:9 landscape view; if positions look off, make sure you're judging them in the same framing you'll Play in.
- Solid rectangles behind sprites. If an object shows a colored box behind it, use Remove Background on its asset.
- Editing code unnecessarily. The Code tab is powerful but advanced; for most changes, the visual tools and Inspector are safer and faster.
Handy shortcuts
- V — Select tool
- W — Move tool
- E — Resize tool
- R — Rect-select (multi-select)
- Shift + drag (or middle-mouse drag) — pan the view
- Scroll wheel — zoom in and out
- Undo / Redo — step backward and forward through changes
A note on the engine comparisons
Throughout this guide, the TupicGame Editor has been compared to Unity, Unreal Engine, and Godot. Those are full professional game engines for building large, complex titles; the TupicGame Editor borrows their best, most intuitive ideas — the hierarchy, the inspector, the scene viewport, play-in-editor, state machines — and focuses them on quickly refining casual HTML5 games. If you already know one of those engines, you'll feel at home; if you don't, you're learning concepts that carry over to them.