EZGameBuilder Devlog: June 2025
EDIT: The first pre-alpha is out now!
TLDR: Tons of work. The first early pre-alpha build will be out within the next 48 hours.
This month had a lot of new features, changes and fixes:
- Lighting is now supported. All lights are imported from efpse maps and baked into vertex colours. This lighting technique essentially allows you to place an infinite number of lights with zero impact on game performance.
- There's now optional 'tile merging' in the editor, so if you place any tiles next to eachother, any sides that are touching will be removed to improve performance. EFPSE does this too, but this method works a bit better with custom tiles.
- I ported the editor to work with windows, instead of just linux.
- Tweaked the 'power saving' mode (limits fps when the editor is in the background, so it doesn't slow your pc down).
- Started testing a 3d menu for custom tile selection.
- Added a PC+PSP exporter to the editor, allowing you export the current level into a format the pc/psp runtime can read.
This month I also got a basic PC and PSP runtime working, which currently just renders all the tiles and 2d entities in a level, and lets you noclip around.
The PC runtime is for 32-bit windows XP and newer, and should work on any gpu that supports opengl 1.1.
There'll probably be multiple windows versions in the future with support for more modern rendering apis, but right now I'm focused on this minimum-spec 'runs anywhere' version of the engine.
Performance on the PSP has been pretty decent so far. It's still too early to say for sure how well a game will run, because this is essentially just a model viewer right now, but the majority of levels I've tested so far have rendered well above 60fps.
Considering I'm barely using the CPU and there's still many ways to optimise rendering performance, I'm reasonably confident that most current efpse games will be able to run at or near 60fps on the psp when ezgb is out of alpha (no promises, just a goal).
The editor and runtimes are almost ready for the first pre-alpha release, but I'm going to spend the next couple of days polishing things up a bit, fixing some bugs, and getting the source code into a more readable state.
Once that's done, I'll be releasing all the builds and source code for anyone who wants to try it out.
Just keep in mind that this is nowhere near complete yet. There'll be lots of bugs and missing features, and you can't make or play any games yet.
This is just a way to get the engine into people's hands, so it'll be easier to track changes between each month, and so I can get some feedback on what people like/dislike about the editor, how well everything performs, etc...
Oh also, I'm looking for a demo level to be included with the pre-alpha builds.
Ideally a large level with complex geometry/modifiers, lighting, and a lot of entities.
There's currently no efpse script processing, so any levels that depend on a map script to place/move entities won't work properly yet.
This will be used as a demo for the runtime, so people can test how well it performs on their hardware without needing to create their own efpse game first.
If anyone is cool with me bundling a level from their efpse game in with the pre-alpha builds, send me a link to your game in the comments here, and let me know which level/s to include. It doesn't matter if your game is packed or unpacked.
I'll make sure there's a link to your game and itch.io page, so people know where to find the full game.
And if a few people send me games/levels to include, I'll probably cycle between them for each pre-alpha build.
For now, here's a pic of StarGazer running in the editor, the PSP (~74 fps) and a PC from ~2006 running XP (~63 fps on a q33 express igpu). You might need to open it in a new tab to actually see anything:
Get EZGameBuilder
EZGameBuilder
A beginner-friendly 3d game engine for old consoles/hardware
Status | Prototype |
Category | Tool |
Author | CG8516 (Clark) |
Tags | easy-fps-editor, efpse, ezgamebuilder, ezgb, FPS, Game engine, linux, Retro, Royalty Free |
More posts
- EZGameBuilder Devlog: May 202544 days ago
Comments
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I wonder how many efpse games have halted development waiting for ezgb
Very excited for this!
Very happy to see this.
YOU ARE DOING GOD WORK CLARK
Incredible
ready to become a millionaire
EASY GAME BUILDER IS TODAY!!!!!!!!!!!!!!!!!!!!!!
There won't be anything preventing it, but you'll need to write some custom scripts if you want to do anything the built-in tools/templates don't support.
Never been so excited to dust off my PSP Go to test games made with this engine. Keep up the good work.
Ждём альфа версию. Чем сможем обязательно поможем в развитии этого проекта.
I'm very interested in this project. Does it still use the sprite based enemy objects like efpse? if so, do you plan to add the ability to increase animation length for sprites so that the sprite animation system is not so limited to a pre-determined length
Yes. I'm aiming for 100% compatibility with efpse projects, so anything efpse can do, this will also be able to.
And yes, I plan on adding sprite animation tools to the editor, so you won't have to modify fsm files to adjust animations.
Hey there! Really excited to try out the new engine and experiment with PSP functionality! Also looking forward to the future PS2 support, too! So what kind of games do you imagine can be created with EZGameBuilder? Mainly FPS games?
If you're interested in a demo level - check out my project for some fairly complex geometry and custom modifiers. The map named "Train" has stuff like benches, vents, shelves, bathroom stalls and more created with custom modifers.
https://indoje.itch.io/sang
Thank you! Funnily enough, an earlier build of sang is one of the games I've been using to test the engine.
I'll probably have to skip it for now, because a lot of entities and lights are spawned with the map script, but I'd love to use it as a demo for when I get efpse script processing working.
Also, any type of game will be possible to make!
FPS will probably be the most common genre at the start, because it will likely be the only genre with dedicated tools in version 1.0, but there'll be more genre-specific templates/tools coming later, and the scripting engine will be advanced enough to allow anyone to build anything, regardless of what tools are included.
Awesome! Glad Sang is being helpful in some small way! Yeah, feel free to use the map when you get scripting online. And thanks for the engine info - can't wait to experiment with the EZGameBuilder! Will be following for updates!
add just basic support why just cause
i can't wait to port my game to the psp my man your the best keep up the good work if you wanna use a level from my game rogue agent feel free to use any level you'll like to use for your demo https://caution-interactive.itch.io/rogue-agent
Awesome, thanks for that! I think I'll switch out the demo map with each pre-alpha build, so I'll add this to the list :)
I can't wait for the engine to come out
Can you use the 5th map of my game? Is not the most incredible thing but it's my favorite. Is the one that kinda looks like a Church
https://nonsensical-studios.itch.io/shooterer3d
Thanks! I'll add it to the map rotation for future builds :)
Can’t wait!
awesome
could you bundle the 6th map from my game its the most biggest in my game so far (and it takes a while to load) its the one that looks like a boat dock https://qwert-yt.itch.io/cryine-2 also
Thank you! I'll keep it in mind for future builds, but right now I'm looking mainly for something resource-intensive which might struggle to run on everyone's hardware. Lots of lights, lots of entities, lots of different textures, lots of modifiers, etc...

Right now your game renders at over 300fps on the psp, which is great, but something that runs really badly will be better for performance testing.
ngl thats so cool but i might as well make a new map thats more resource intense
i made the map more resource intensive most by makeing the map harder but i added lights and more props and just made the map look cooler https://qwert-yt.itch.io/cryine-2/devlog/968483/demo-20
never been this excited for a piece of software
I really can't wait to see more of the progress for EZGameBuilder. I'm sure you're working really hard at this and I can't wait to see what you have in store for us from here to the future.
I was already impressed with the EFPSE and the many features that it possessed despite certain limitations (like not much 3d oriented support, friendly NPCs for more immersive campaigns, lighting, and in depth cutscenes. But this is understandable considering it was for more classic fps type of games, as well as the fact that this in an independent tool made by one person. That's impressive given the functionality and intricate layout provided by this. Plus it had script support! Enabling more customization.)
As a starter pack in terms of game development it's been a godsend for many like me who wanted to test the waters of game development but don't exactly know much about some of the more intricate game development software such as unreal engine or godot. It also allowed me to start thinking like a dev using creativity in order to get the results we wanted even despite limitations. (Which many game devs have to do anyway.)
I'm loving the direction that you're going with this, and I wish you all the best in terms of the development of this amazing tool set. You have my support and I can't wait to at try the pre alpha and see for myself. Cheers!
stoked to see that this is going forward and you are making fast progress. i didnt expect any build to be available this soon, even in pre-alpha.
looking forward to this new engine, especially the possibility of making other styles of game beyond just fps games.