

2D Toolset
Tile Builder
Similar to sprites in TGB, tiles can be constructed as static or animated, with similar tools to manage their imagery and animations. Unlike many 2D engines, TGB supports richly animated tiles. In addition, tiles can also be constructed as 'active'. Active tiles are defined as those which actively affect the game world, providing an efficiency advantage over creating a tile layer and associating a world-affecting object with it. Each tile can also have an associated script which runs once the tile is displayed, and is fully integrated with the collision and physics systems, allowing for very dynamic tiled environments. Objects can collide with tiles, and those collisions can generate full physics responses on the object. All of this results in the most powerful and flexible tile system and editor around.

Particle Builder
There are three layers to the particle system: effects, emitters, and particles themselves. Effects contain an unlimited collection of particle emitters, and control these emitters over time. Particle emitters spew particles in a fine-grain controllable manner. Particles themselves are like very lightweight, efficiently rendered animated sprites as they can utilize animation controllers to change texture, scale, visibility, color, intensity, motion forces, rotation, and other properties over time. Effects and emitters are both made up of a collection of fields that can be defined as either static or time-dependent. Those which change over time are controlled by a time-graph system and could include particle and/or emitter movement and velocity, lifetime, and more. The particle editor saves you from ever having to script any of these cool particle effects, and you can do anything with it that you can do in script. Additionally, like all of the standard objects in TGB, particle effects are derivatives of scene objects. That means effects can be manipulated like any other object; they can be moved, mounted, scaled, assigned to groups and layers, and even have physics interaction!
Level Builder
Create levels visually with TGB's WYSIWYG Level Editor. Click and drag objects and effects from a library of thumbnail previews, then edit those objects or effects from inside the level editor with context-sensitive editing. Click on a particle effect and the particle editor pops up with the parameters for that effect. Click on an object and view the properties of that object, including collision polygon and properties, then visually edit that collision polygon. Customize the layout of the editor however you choose, including multiple scene capability.

GUI Builder
TGB's integrated WYSIWYG Graphical User Interface Editor makes it easy to create a custom GUI for your game. It features extensive font support and allows you to write custom controls.
Packaging Utility
TGB's Packaging Utility makes intelligent packaging of your game easy with its click-click-done interface. The utility will analyze your files and save them in the most efficient manner possible. The resulting file will automatically conform to TGB's EULA. Additionally, you can add individual file type support through the use of different plug-ins, and can save/load different packaging projects to use the same settings repeatedly.






