Graphics is the “video” part of video games. Below you will learn about the many ways the Game Pencil Engine organizes your game graphics and allows it to be processed into a fully-fledged game.



For a list of built-in-rendering functions click here.

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2.Sprites aka Animations

Sprites also known as animations are integral to the engine.

Game Objects all have their own sprite that is used not only for showing it’s own animation; but also connects to the game’s physics and collision system.


Sprites are composed of spritesheets, a single image composed of a set of images when iterated through forms an animation.

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Textures are images used within a game.

The Game Pencil Engine allows you to render texts via the render-calls of objects. They are also used as background textures in the scene editor.

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Tilesheets, like spritesheets are composed of multiple images. Their purpose is not for animation, but for optimization of condensing the amount of images used for rendering a scene. Tilesheets are divided into even cells to be placed on top of the game scene’s background, but below objects.

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5.Game Effects & Particles


Currently we have focused on releasing a stable beta of the Game Pencil Engine.

At this time, there is NO BUILT-IN particle/effects system.

This feature is on top of our TODO LIST and we hope to bring it public soon.


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Game Pencil engine currently uses the canvas2d renderer. An official release date for WebGl support has not yet been announced; but is being looked heavily into.


The Game Camera System

>>> Learn more on how we handle our Camera Systems here.

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