Well I was able to get a basic alpha version of the editor up and public. Although it seems like a midnight release for April 28th, I’m happy we still met our deadline with just half an hour to go Chicago time.



You can download the editor and see the tech we’ve been building for the last few months at  http://gamepencil.pawbyte.com/get-game-pencil-engine/

Please use the comments below to post questions, comments, suggestions or bugs. You can also e-mail us at  code@pawbyte.com. We value intensely your feedback with zeal that consumes us.

Please note this current version is Windows only, see read me.

This build is quite limited, but it works for the most part. The reason source code is not included is because I will like for the export options to work fully before the source code is distributed, as it’s a key feature yet to be fully coded.

Export Platform Support

We currently have  a working build for the Nintendo Wii U and have just applied to the Xbox One middleware program last week and we should be hearing from them soon this week. In terms of the PlayStation support, we will be applying to them soon as well. Yes, we know that the Playstation 4 is the most-selling console and are looking into ways to support the Playstation 4 and Playstation Vita platforms. Via our current research we were not able to find a HTML5 Framework for the Playstation platforms;however, that may be under some NDA or something which we will need to acquire. We own and OUYA and are developers with them as well, but have not had any time to develop for it yet. We also hope to port to the Nintendo 3DS and have yet to do any research into this yet, since we plan to have first exports on home consoles, then handheld consoles and then mobile.

Due to the way PawByte is handling game development we plan to support mobile platforms last. We will like to this tool to be first a Console and PC/MAC/Linux game dev tool and once all of those exports are polished and optimized, we will begin working on mobile platforms(most likely starting with Tizen, Windows Phone and Android and lastly with iOS.). 

The first export options to work  will be HTML5 and Wii U, followed by other consoles as we get dev kits and licenses for those. 

Thank you for all of your feedback on the design, I think we got it right this time around.

Categories: Uncategorized


Daniel Eriksson · April 29, 2015 at 11:10 am

Wow, these are very good news! I started doing a bit of enchant.js work in order to learn making Wii U games a short while ago, and thought that I would very much prefer a complete dev-tool/environment. Something like this! I am very happy to hear you are working on this, and especially the fact that you will target Wii U for export, that you focus on consoles instead of mobile and that it will be open source. It almost sounds to good to be true, and I can’t wait to try it out!

I downloaded the file, but since I use Linux I couldn’t get it to run. WINE didn’t work for this, but I’ll hope you’ll have a native Linux version eventually, or release the source so I can compile one myself.

Again, thanks for creating this and for making Wii U development available to more people! All gamers and especially Nintendo fans like me stand to benefit!

Christian Sanders · April 29, 2015 at 12:54 pm

Just wondering, since I currently am in the Wii U developers program, are you allowing the public to have access to the Wii U APIs, or is that a separate plugin? Also, what type of coding environment does this engine use? Thank you.

Nathan · April 29, 2015 at 6:21 pm

When the version which actually does the building of the apps is released, there will be separate versions given to console developers after validation of their NDA status and whatnots.

Leave a Reply

Avatar placeholder

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.