Main features:

  • Integrated developer environment where you build, preview and test your game
  • Cross-platform: The editor is Windows only, but your applications can also run in Linux and Mac OS X.
  • 3D graphics and game play components
  • Import bitmaps to use as textures
  • Import MIDI-files for music
  • Import 3D-models from 3DS-files
  • Import sampled waveform audio in RAW-format
  • GLSL Vertex and Fragment shader support
  • Support for advanced graphics techniques such as multiple render passes and render to texture.
  • Scripting language
  • Real time audio synthesizer
  • Xml-based project files: only one file for each project. Easy to edit manually if needed.
  • Creates stand-alone executable files that are only 64kb or less in size
  • Create Windows screensavers
  • Create animations to use in other applications (about-dialogs or splash-screens)
  • Call external libraries (DLLs) for integration with other modules such as music players or physics engines.
  • Call OpenGL-functions directly to experiment and learn OpenGL programming.
  • Procedural mesh, audio and bitmap generation makes ZGE a perfect testbed for learning techniques for procedural content.
  • FREE: Editor is freeware and the content you create can be distributed royalty free
  • Full Source Code available (Pascal)
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Blog RSS Feed Report abuse Latest News: Explain That Game - Debug Formulation

About Debug Formulation with 0 comments by jph_wacheski on Mar 13th, 2012

This was a pleasure to watch, even though frustrating. It seem, I may have made this game too difficult to figure out for all but the hardcore. This guy was SO CLOSE!

Thanks to WhoKnowsGaming for doing the video and getting so close to cracking my unintentionally cryptic game mechanic.

What he missed; There is no POW loss for dying, it is the re-spawn delay that will likely result in some of the Cores falling off the screen.  Each time a Core is lost, off the screen bottom, a Bug re-spawns, AND one POW is subtracted from the bar!

The shooting is a bit more complex than a single shot limit. There are actually two shots fired each time the button is PRESSED, one is the propulsion blast that fires the cannon shot up the screen. This will fire as fast as you can press the button however with a low POW bar these blasts are more of a melee type weapon. They do become very powerful with larger POW meter.
The main Cannon's shots have a long reload time, however as the fire button is HELD the propulsion blast are recycled, so no melee shots are fired, the main cannon fires faster and faster, till the POW bar is fully charged. Yes maintaining the POW bar in a Charged State will move the ship faster and further up the screen as well. The intent is to provide game-play options and no single way to play this game. Shooting Bugs quickly will cause many Cores to start falling, this is fine if the player can juggle ;) otherwise they will be loosing POW for each one they miss. Had he had a bit more POW on Wave 3, he would have seen the next Bug type 'The Flakers'.

Debug Formulation

Debug Formulation Debug Formulation Indie

Updated 2 years ago Released Feb 27, 2012 Single Player Arcade

An old-skool arcade-style swarm-shooter, with some game mechanic twists. Presented in full 60hz HD, and featuring realtime-sound synthesis and algorithmic...

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Updated 2 years ago TBD Single Player Real Time Strategy

A new robotic-mining strategy game, presented in an active step-based movement system (Quantum state movement?). Hand drawn art and ideas by Peter...

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Released Feb 1, 2007
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