The level scripting system I described building in a previous blog post is now available to buy, and it’s called JoeIO, so you can use it in your games. It’s for letting level designers go nuts with level scripting mostly without having to go through programmers or write code themselves. The other blog post kind of functions as elaborate documentation, since not much has changed, but I have a new video below.
I’ve whacked it up on itch.io for now; it might end up on Fab, but they deactivated my account for taking three rather than two seconds to respond to an email, so that might be a minute.
JoeIO has:
- Debug visualisations both in-editor and ingame – watch your IO events move around. (cvar is
JoeIO.Debug 1) - Inputs and outputs formatted as you’d expect if you’ve used the Source Engine before
- Address actors by TargetName instead of by reference
- Allows addressing multiple actors as a set
- Allows duplicating sets of actors while (optionally) preserving their relationships
- Allows targeting actors that are not present in the level at editor-time
- Auto rename actors in the outliner to match their TargetName
- Dropdown menus to target only actors participating in I/O
- Dropdowns exposing IO functions on the actors
- Ability to pass a basic parameter with a function call
- A few basic Source-style I/O logic actors to get you going –
Timer,Relay,Counter,Mover,Auto, etc - Easy setup of your own actors to take advantage of I/O
- Various UI conveniences – buttons to duplicate an output, select its target(s), bulk-rename actors, select related actors, select actors with same name, etc
- UI auto generates a list of all I/O actors for easy placement, including your own
- Already being used in multiple games in development
If this is your scene, I hope you buy it and enjoy it!





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