Start Here · Version 0.5

Filmstrip Engine at a Glance

A practical overview of Filmstrip Engine 0.5, from visual authoring and turn-based RPG systems to project safety, named saves, and Windows packaging.

Filmstrip Engine is a Windows-first visual 2D engine for tile-based top-down RPGs and exploration games. Version 0.5 combines editor-driven world authoring, reusable RPG data, player-facing menus, optional turn-based combat, safer project editing, named player saves, recovery tools, and an editor-free Windows build workflow.

What you can build visually

  • Tile-based scenes with collision, Y-sorting, Smart Tiles, Animated Tiles, dialogue, interactions, triggers, and scene transitions.
  • Actors, Parties, Stats, Resources, Items, equipment, Currencies, Shops, Rewards, Quests, Abilities, Status Effects, enemies, and Encounters.
  • Player-facing Party, Inventory, Equipment, Shop, Reward, Journal, battle, and save-slot screens.
  • Project-owned art and audio with validated references and pixel-art presentation rules.
  • Standalone Windows games that run without initializing editor modules.

The 0.5 project workflow

  • Start from the Filmstrip launcher, create a minimal valid project, reopen a recent project, or browse to an existing project.
  • Use shared undo and redo, multi-selection, grouped copy and paste, and preview-first destructive edits.
  • Inspect asset use, move referenced assets safely, and repair exact missing references through the Project Asset Browser.
  • Test in isolated Play Mode, use up to 12 named player save slots, and recover eligible unsaved scene work after interruption.
  • Run build preflight and package an editor-free Windows game through the editor.

Definitions and runtime state

Filmstrip separates reusable definitions from mutable runtime state. An Actor definition describes a character, while an Actor instance stores a specific party member’s level, Resources, equipment, and experience. The same separation applies across Items, Currencies, Quests, combat content, and saves.

Components, Conditions, and Actions

Game Objects hold scene identity. Components add behavior. Conditions ask questions without changing state, while Actions perform ordered changes. This shared language is used by dialogue, consumables, interactions, automatic triggers, Quests, audio, shops, rewards, and Encounters.