GBC Scene Forge

LOCAL PROJECT

Project folder

Recover unsaved work

Drafts may belong to another open tab. Restoring opens unsaved edits; the saved scene stays unchanged until you save.

GBC palette budget

Checks the current canvas against 8 background/window slots and 8 sprite slots. Includes hidden layers and all frames of animations linked to placed artwork.

Reserve slots for UI/window content, effects and dynamic actors. Leave blank if unknown; enter zero only when no additional slots are needed. Unknown reservations cannot pass preflight.

GBC palette checks are off.

Assumes static residency without palette streaming. Preview playback does not affect counts. A pass covers this palette budget; the game build must verify its remaining requirements. Generic Tiled export stays available.

Portable Tiled export

Download a ZIP containing maps, tilesets and images with portable relative paths.

Export creates a snapshot. Project files and editor undo history stay unchanged.

Tile terrain & collision

Shared tileset metadata affects every instance of this tile. Atlas artwork stays unchanged. Save or undo changes before choosing another cell.

Solid without custom shapes uses the full tile. Custom shapes define their own footprint.

Shape coordinates use whole pixels from the tile's top-left. Polygon points are x,y pairs separated by spaces. Keep shapes inside the tile, including its edges.

World view

Drag scenes to arrange your world, or select one and set its coordinates. Connections describe authoring intent; they do not run game transitions.

Endpoint checks include current unsaved scene edits and hidden layers. Save scene edits separately to retain new or changed endpoints.

Choose a scene

Connections

Endpoint findings

Object definitions

Define reusable objects with typed fields and shared defaults. Saving updates inherited values and preserves overrides. Definition changes are saved immediately, outside scene undo. Shape and artwork changes apply to new placements.

Typed fields

Edit object

Custom properties

Choose a type for each value. Property names must be unique. Changing a type resets its draft value.

Create scene

Choose the canvas dimensions. Imported sprites keep their own native size.

Width and height are in cells. Sprites can be placed at any pixel.

Import atlas

Choose the folder containing your atlas manifest and PNG. Its artwork is copied into this project.

No folder selected

The selected manifest’s declared PNG is included automatically. Source files stay unchanged.

Enter a manifest path instead

Matches the atlas ID and preserves placements. Removed or resized regions stop the update.

Save before switching projects?

This scene has unsaved changes. Save them before switching projects.

Save before switching scenes?

Discard unsaved changes?

Save this scene before continuing to keep your current edits.

Rename scene

Resize / crop scene

Green outline: new scene. Red: discarded area.

All layers, including hidden layers, move together. Rectangles crossing an edge are clipped; points and sprites outside by their anchor are removed. Sprite artwork retains its native size. Undo restores the entire edit. Save commits it to disk.

Delete scene?

This removes the scene from this project. Shared atlases and other scenes stay available. This action cannot be undone in the editor.

Delete atlas?

Removes the atlas’s imported files from this project. Its original source files stay unchanged. Atlases used by saved scenes cannot be deleted.