Introducing Creator

  • strict warning: Non-static method view::load() should not be called statically in /home/gamingfreedom/gluon-site/sites/all/modules/views/views.module on line 879.
  • strict warning: Declaration of views_handler_filter::options_validate() should be compatible with views_handler::options_validate($form, &$form_state) in /home/gamingfreedom/gluon-site/sites/all/modules/views/handlers/ on line 0.
  • strict warning: Declaration of views_handler_filter::options_submit() should be compatible with views_handler::options_submit($form, &$form_state) in /home/gamingfreedom/gluon-site/sites/all/modules/views/handlers/ on line 0.
  • strict warning: Declaration of views_plugin_row::options_validate() should be compatible with views_plugin::options_validate(&$form, &$form_state) in /home/gamingfreedom/gluon-site/sites/all/modules/views/plugins/ on line 0.
  • strict warning: Declaration of views_plugin_row::options_submit() should be compatible with views_plugin::options_submit(&$form, &$form_state) in /home/gamingfreedom/gluon-site/sites/all/modules/views/plugins/ on line 0.

In the image below you can see Gluon Creator in its default layout, with the Invaders sample loaded. You can see the various elements labelled, and under the image you will find a description of each of them.


This shows all the Assets that you have in your project, such as sounds, textures, scripts, materials and Scenes.

This is a list of the pre-defined functionality available to you in Gluon Creator. The Components are things like sound emitters and listeners, camera controllers, input handlers and the like, as well as the custom logic handler, the Scripting component.
View and Editing

Seen in the screenshot is the View tab. This is the view of your current Scene from the perspective of the currently active camera, and where you can play the game when you run the game by clicking the Play button. The area is tabbed, and it is also where all the Assets which can be edited inside Gluon Creator are opened when you double-click then in the Project tree.

The contents of the current Scene. This is made up of a tree of GameObjects which in essence is your scene graph.

The place where you can see and manipulate every option on the various Components which are attached to the GameObjects in your game.

This is where debugging messages, errors from scripts and other information from the various Components are shown.