Hi everyone!
I’d like to share a project I’ve been working on for the past year: a 2D Scene Editor designed to work seamlessly with Gideros. I’ve developed a dedicated Lua library that interprets the editor's output and renders everything directly into the engine.
This project started because I found UI layout and asset management a bit tedious, especially when dealing with sprite sheets that lacked metadata. I originally built it using Electron, but I recently rewrote the entire core using Tauri for a much leaner and faster experience.
Key Features:
Smart Sprite Handling: It can generate sprite sheets compatible with the Gideros Texture Packer format. If you have an old XML atlas, it can reconstruct it as well.
Physics & Animations: Supports exporting objects with physics properties and pre-defined animations.
Custom Scripting: You can link scene objects to your custom Lua scripts easily.
Gideros Integration: Comes with a helper library to load your scenes with just a few lines of code.
Current Status
I’m developing this in my spare time (between work and taking care of my baby). While I always seem to find a tiny bug right before showing it off, the editor is now stable enough that I’m using it for my own casual puzzle game.

I’m not sure if this is the right category or if it’s appropriate to post this here, but I wanted to share it with you. I was originally going to post it on Reddit (r/tauri and r/gamedev) first, but I felt it was more important to show it to this community specifically.
Comments
Likes: zeroexu
Fragmenter - animated loop machine and IKONOMIKON - the memory game
I really wanted to do it, I truly felt like I was missing a hand (I was a complete novice) and I didn't understand much of the Gideros editor's code, plus I lacked experience in this area. I even considered doing it in C with GTK, but I was terrified when I saw the available interface references.
At first, I thought dragging and dropping elements would be enough, but as I iterated, usability and reactivity needs arose that I couldn't address.
But then I came up with Tauri (backend in Rust) and a frontend in React, and the canvas is made with React-Konvas, so I already had drag, drop, rotate, and scale functionality.
Besides, I dedicated a couple of hours to it from midnight to 1 a.m.... maybe now that everything is mapped out, I can describe all the necessary architecture. It also started because I wanted to make games for a portfolio to change jobs. I've been making banking software for years and I was bored. I haven't made the game yet, but I'm almost finished with the editor... lol
Likes: keszegh
Fragmenter - animated loop machine and IKONOMIKON - the memory game