In the menu, choose Project
> New Project
. Fill in the fields:
WARNING: The product of the Tile Size and the Map Size should not exceed 4096, because that could lead to problems for some players with older GPUs or limited resource handhelds.
When ready, press the Create New Project button.
If you have already created a project, go to Project
> Load Projects
. From the list, select your game and double-click on it.
When you start the TirNanoG Editor, and you already have some projects, this is the page that will greet you.
More info about what files are stored in a TirNanoG Project.
You can import a game in production ready TirNanoG File Format
into the editor. Go to Project
> Import Game
. Select the desired game file and press the Import button.
This will also create a project for that game.
Go to Project
> Import Template
. Select the desired template file and press the Import button.
This is very similar to creating a new project from template, except this will not create a new project, rather loads the template into an existing project. With this feature you can load several smaller templates into the same project, thus it is not used with full game templates, rather with small modules.
Go to Project
> Export Game
. You can also access this with the F2 keyboard shortcut.
Output game.tng
files will be generated under the corresponding project's ~/TirNanoG/(gameid)
subdirectory. To use these,
you'll need the TirNanoG Player.
You can play the game.tng
file from the project's directory by pressing the Play button, or copy first to
the game's normal path, C:\Program Files\(gameid)\game.tng
(on Windows) or /usr/share/games/(gameid)/game.tng
(on Linux), where
the TirNanoG Player is looking for these files. In addition to the .tng
file, launchers like a (game title).lnk
shortcut link
(for Windows) and (game title).desktop
(for Linux) are also generated. These start the game from its normal path.
Go to Project
> Export Extension
. You can also access this with the Shift + F2 keyboard shortcut.
An extension is very similar to a game.tng
file, but it must have a different name, and you can control which parts of the
project to export into the file.
You can not only load templates into you project, but you can also generate a template from a project. For that, go to
Project
> Export Template
.
The resulting template will be saved as ~/TirNanoG/(gameid).zip
.
The Project
> License Keys
menu might be inactive. To create encrypted and proprietary games with this editor,
you must ask for permission from the author in a confidential issue
(see [TirNanoG File Format License]). In return I'll send you a license.txt
file that has to be copied under the game
project's folder. This will unlock the creation of encrypted game.tng
files and generation of end user decryption keys
within the editor.
How you distribute and sell those decryption keys and to whom is entirely up to you (see some tips and tricks below). When
end users try to play an encrypted game file, the TirNanoG Player automatically asks for these license keys and decrypts, no
third-party tool nor special player required. What's more it is not possible to import encrypted game files back into the
TirNanoG Editor for further modifications.
You have several methods to do this, in increasing order of automation.
NOTE: Ideal for hobbyists, fan and doujin games, with just a static website or an FB profile.
The simplest of all, go to Project
> License Keys
. On that page, press the Generate button. A new end user decryption
key will be copied to your clipboard, and you can paste that into an e-mail, into a chat etc.
Although this is extremely simple, this method requires human interaction each time a game is sold.
NOTE: Ideal for somewhat popular indie game studios and semi-professionals, renting their site from a webhost provider (typically running WordPress, Drupal, Joomla, eCommerce etc.).
Second choice is to pre-generate a bunch of keys. Like before, go to Project
> License Keys
and press Generate
button a couple of times (and now, press it a few more times). Then upload ~/TirNanoG/(gameid)/endusers.txt
to your server,
and use that file from your webshop. You can import that into an SQL table, or just read the file directly, up to you.
WARNING: Your webshop is in charge of keeping track which keys in the file were sold.
When your webshop runs out of available keys, just press Generate a couple more times and upload the new endusers.txt
to your server.
This does not need anything special on the server, just a plain text file (so this is extremely secure and easy to integrate, works with all kinds of webshops) and it only requires human interaction occassionally.
NOTE: This method is for professional game makers who make enough profit to afford their own webserver (typically Azure, AWS, etc. instance) where they can run 3rd party applications.
On your server, create a directory /home/(webserver user)/TirNanoG/(gameid)
, and copy your editor license there. For
example, /home/apache/TirNanoG/fantasticrpg/license.txt
. When a new key is needed, execute tnge -g (gameid)
from your
webshop, which returns a new, unique key on the standard output.
For example, in PHP you could do:
$new_end_user_key = trim(exec("/usr/bin/tnge -g fantasticrpg"));
Or in Python:
new_end_user_key = os.popen("/usr/bin/tnge -g fantasticrpg").read().strip()
This does not need human interaction at all, but in return is has to execute TirNanoG on the server. Because no user input is passed on the command line and just a string constant is executed, the security risk of doing this is very minimal.
HINT: You don't have to copy any of the project files, nor will you need dynamic libraries nor a graphical enviroment installed on
the server! None of those! All you need is the tnge
executable and a license.txt
file, nothing else.