Table of Contents
Feuerwerk (called Game Maker until October 2026) is a browser-based tool "one step before a
game engine": create assets (scenes, cameras, sprites), place them into scenes, tweak their
properties in an inspector and press Play — all in one program, all drawn inside a single
WebGL canvas. The old address nockal.com/game-maker/ leads here, and old play links still work.
Live: https://nockal.com/feuerwerk/ · Widget playground: https://nockal.com/feuerwerk/?playground · Code: https://git.nockal.com/meleki/feuerwerk
Using the editor
| Page | What it covers |
|---|---|
| Concepts | Assets, scene objects, overrides, containers, play mode, the camera, the console, editing while playing, running without Play |
| Accounts | Signing in and out, roles and the accounts, who a project belongs to, how a session outlives a deployment |
| Scenes | The active scene and the start scene, the switch next to Play, Load scene and what a swap keeps |
| Scene editing | Placing by drag, editor symbols, z-order, hierarchy and parenting, the editor offset |
| Behaviors | Node graphs: variables and properties, Variables assets, the node set, structs and lists, loops, behaviors as nodes, editing the graph, the live view |
| Structs | Struct assets: a named shape that struct variables, fields and Pack/Expand follow |
| Colliders | Collider assets, collision events, blocking movement |
| Physics | Rigidbodies, the collider material, gravity and units, the fixed step, the contact on On collision enter, joints |
| Textures | Getting images in, where they go, tinting, the filter, frames, nine-slice, upload limits |
| Vector art | The vector art asset, canvas and shapes, the Pen and Select tools, the shape list, how a drawing is worn |
| Pixel art | The pixel art asset and its palette, the tools, layers and frames, onion skin and the preview, resizing, how frames are worn and where the pixels are stored |
| Fonts | Uploading a typeface, what a text wears, what the editor falls back to |
| Sounds | Uploading a sound, what the asset says, its tab, the cut and clips, Play sound and Stop sound, buses, the master and the Master routing, sound FX and their nodes (filters, EQs, delay, reverb, dynamics, modulation, Bitcrusher) and how long a voice rings on, what a pause and a stop do to a voice |
| Instruments | The instrument asset: Notes, Sample, Parameters, Sound FX, Envelope, Chip, Acid and Output, triggers, zones and layers, the keys of the Instrument tab, Play note |
| Patterns | The pattern asset and its piano roll: drawing, moving and sizing notes, the grid, the ruler with start and loop, velocities, playing it in a loop |
| Songs | The song asset: tracks with volume, pan, mute and solo, pattern and sound items laid out, moved, cut and split, its routing, recording a take, embedded assets, playing it in a loop and from a game |
| Videos | Getting a video in and converted, the Video tab and its clips, wearing one on a sprite, an animation driving it, recording the game view and the whole editor |
| Animations | Animation assets, the Animation tab, how they run |
| Curves | Easings drawn by hand, the Curve tab, using one on a key or a Lerp |
| Tiles | The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab |
| Tilemaps | The tilemap asset, painting in the scene view, layers, what it looks like in the game |
| State machines | The state machine asset, its scope, named transitions, the start state, State branch and its else, Set state, Set state by name, State transition, the two state events and the live highlight |
| Shaders | The shader asset, the Shader tab, the node set, the Adjust colors recipe, passes, shader functions, wearing a shader on a sprite, a text, a particle field or a camera |
| Particles | The particles asset, a particle as a formula of its age, the source's rows, the Particles tab |
| Containers | Editing a template, instances and their edits, screens without scene switching |
| Compositions | Objects laid out in time: tracks, items and animation clips, the Composition tab, video items and Fit to media, playing one in a game |
| Keyboard | Every shortcut |
Working on the code
| Page | What it covers |
|---|---|
| Architecture | The stack, the source layout, the rules that keep it organised |
| Development | Commands, the GPU requirement, the e2e suite, the three example games, continuous integration |
| API | The PHP JSON API and the project document |
| Plugins | Extending the editor: the plugin file, how it is loaded, switching one on and off, API v1, the demo plugin |
Ideas, gaps and bugs
They live in the issue tracker of the Gitea repo: https://git.nockal.com/meleki/feuerwerk/issues.
The folder todo-notes/ that held them as files until 2026-09-12 is gone; all 50 notes were moved
into issues #1-#50, closed ones included, each carrying the commits it was filed and finished with.
Not yet
A touch-optimised layout. A voice that is already playing has no volume of its own to change:
Set bus volume turns a whole bus up or down (see Sounds).
Animations have no events on the timeline and no preview in the Scene tab. Slicing cuts a regular
grid only — no detection of where the sprites actually sit on the sheet. Unreferenced image files
are never collected by themselves — deliberately, since the image picker offers them again; a file
goes only when its owner (or an administrator) presses Delete in the picker and no project
uses it.
Using the editor
- Concepts
- Accounts
- Agents (MCP)
- Scenes
- Scene editing
- Behaviors
- Structs
- Colliders
- Physics
- Textures
- Vector art
- Pixel art
- Fonts
- Videos
- Sounds
- Instruments
- Patterns
- Songs
- Animations
- Curves
- Tiles
- Tilemaps
- State machines
- Shaders
- Particles
- Containers
- Compositions
- Keyboard
Working on the code