Roaming Gamer Particle Editor 2

Custom Device

This tool requires SSK Pro to run: Get It Now!


License: GPL v3

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <>.

This product requires a licensed copy of SSK2 Pro to run.

While you may distribute the RGPE2 code, be aware YOU MUST NOT distribute SSK2 along with it.

What Is It?

Roaming Gamer Particle Editor 2 (aka RGPE2) is a FREE particle editor for creating emitter definition files for use with the Corona SDK newEmitter() function.

(While the tool is free, it does require SSK Pro to run.)

Where Can I Get It?

I keep the latest version of this tool on my RG_FreeStuff Git under ~/SSK2/tools/

I suggest getting the entire repository, but if you only want this tool you can download it here:

RGPE2 Direct Download

Quick Start

I will revisit these docs later to add more details, but for now I am supplying a quick-start guide to get you going.

Before You Start

Before you can use the tool you must follow these steps:

  1. Download the source.
  2. Unzip it (if you got the zip file) and put the rgpe2/ folder somewhere on your machine.
  3. Copy the ssk2 folder from your paid copy of SSK2 into rgpe2. When you are done, the folder should contain these files and folders:
    • rgpe2/
      • data/
      • images/
      • presets/
      • scripts/
      • ssk2/
      • build.settings
      • config.lua
      • main.lua
      • ... and a few other files.
  4. Now, you can open the tool in your Corona SDK simulator.

This tool is designed to run in the simulator and runs best in a:

720 x 1280 Custom Device

Custom Device

The Interface - Part 1 (Creating)

Initial View

When you first start the tool you will be presented with a screen like this:

Custom Device

Add New

Adding Image Layers

Try clicking the Green + Button, then select Image Layer button. You should see this:

Choose Image

From here, you can:

The purpose of 'image layers' is to let you preview/edit an emitter with a test image(s) in the background and/or foreground.

When I revisit these tool, I will add a section showing you how to add your own test images to the tool library. For now you will have to dig in the code.

~ The Roaming Gamer

Please choose Black & White Grid if you are following along.

Adding Existing Emitters

Try clicking the Green + Button, then select Load Emitter button. You should see this:

Load Emitter

From here, you can:

The purpose of 'emitter layers' is to let you preview/edit an emitter definition(s) before generating.

You can add multiple emitters to the main pane of the tool in order to see: a. How then look side-by-side, and b. How they interact with each other.

~ The Roaming Gamer

Please choose Nebulon if you are following along.

Adding New Emitter

Try clicking the Green + Button, the select New Emitter button.

This will create a 'default' emitter immediately, and you should see this:

New Emitter

The Interface - Part 2 (Editing)

If you have been reading these docs in order and experimenting as I suggest, you should now have somethink like this:


Hiding & Showing Layers

The first thing you will notice is, that it is quite hard to see the emitters. Let's fix that.

Please click the little green eye icon on the 'Black & White Grid Layer' (left side of screen). This will hide the layer. Clicking it again will show the layer.

Now you will have this:


Selecting and Dragging

If you look at the main pane (center) you will see two particle emitters, one on top of the other.

You should also see a faint outline of a square. Click this square and drag it to the left. These square are handles that let you drag the emitters around the main pane while editing them. Clicking a handle also selects the emitter for editting and you will notice the right pane updates to reflect this.

You should have something like this now:


Selecting and Re-ordering Layers

If you look to the left side of the screen, you will notice there are four 'buttons/bars':

You can single click any of the buttons (except add) to select that object/layer. This will be reflected in the right (edit) pane.

You can click any of these buttons (except add) button and drag them to change the layering order. (Drag nebulon to layer so it is rendered last. Last is list renderes last.)

You can also double click the emitter buttons to rename the emitters. (Try double clicking Emitter and renaming it to "Boom".)

Renaming Emitter

WARNING Renaming an emitter changes the name of the definition in your library too.

You should have something like this now:


Context Sensitive Editing

The right pane of the tool is, as you will have guessed by now, an editor pane for modifying attributes of the selected image/emitter.

WARNING: Be aware, when you edit a particle you are changing the definition in the library too.

So, if you have an emitter you like, and you want to tweak it while keeping the original:

Clone the original, rename the cloned copy, then edit it.

~ The Roaming Gamer

Note: I won't go through every option supported by the emitter editor. You will need to explore this on your own.

For now, please just:

  1. Select the 'Nebulon' emitter.
  2. Click the 1 button if it is not selected.
  3. Change Emitter Type to Gravity.

Now you should have this:


The Interface - Part 3 (Generating)

This tool allows you to generate emitter definitions files that are suitable for creating emitter objects with the Corona SDK newEmitter() function.

It also lets you generate test projects that are ready to run with SSK2.

To generate either one, simply click, the little 'arrow in a circle' icon on a emitter button (in left pane).

This will pop up a dialog like this:


Here you can choose a name for the generated emitter file and/or project. Then click Emitter to generate an emitter file with its image, or click Project to generate the emitter and a test project to run it in (requires SSK2 to run).

Now, you can fine the generated content by clicking: Explore &rarrow; Output. This will open the folder where you out emitters/projects are generated.

More Docs To Come

That is all for now. I will update these docs some more later, but this should be enought to get you started. If you need help or run into problems, just follow the Getting Help instructions below.

Known Issues

I will list issues I know about here:

Getting Help

I will be providing help (exclusively) through the Corona SDK Forums. (Sorry: Direct e-mails and private messsages will not be answered.)

When posting a question in the forums, be sure to follow these guidelines:

  1. Post to this forum:
  2. Make sure the title starts with: RPGE2 and includes a short and meaninful name for the the problem.
    • Example Title: RPGE2: Editor Crashed
  3. In the body of the post tell me all of the following:
    • Versions / Environment / Target
      • Version of SSK you are using.
      • Version of Corona SDK you are using.
      • OS you are developing under.
    • Error Message(s) (If Any)
      • Error messages (put them in a code block for legibility)
    • Summary Of Problem
      • What you are trying to do.
      • What you expected to see.
      • What you saw instead.
      • Why you think this is wrong (if there is no explicit error message.)
    • Help Thyself
      • Tell me what debugging steps you have tried.

Be clear, concise and precise.
The more effort you put into your post, the better I will be able to help you.

~ The Roaming Gamer

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