Guide

Create a project

A project is the durable unit; a scene is one of its levels. Everything project- and scene-related lives under the File menu.

The File menu with Create a Project and Create a Scene expanded

Steps

  1. Choose File → New → Create a Project....
  2. Enter a name and a folder, the grid spacing and the game window size.
  3. Confirm. The editor creates the project and saves an Empty Scene inside it.

Result: an .asgeproject file plus one .asgescene, both open in the editor.

File menu reference

ItemWhat it does
New → Create a Project...Name, folder, grid spacing and game window size; auto-creates and saves an "Empty Scene".
New → Create a Scene...Adds a new scene to the current project (disabled without one).
Save / Ctrl+PSaves only the project file (mounts, assets, view, scene list) - never scene data, even a dirty scene.
Save As...Copies the project and every scene file to a new folder.
Save Scene / Ctrl+SSaves the active scene's entities.
Open... / Open Scene...Opens an existing .asgeproject / adds an existing .asgescene to the current project.

Every scene-affecting item is disabled while no project is open, and scene-specific ones stay disabled until a scene is active: there is nowhere for a new entity or asset import to persist to otherwise.

What is stored where

  • .asgeproject - VFS mounts, known asset paths, view settings (grid spacing, target game window size) and the list of scene files.
  • .asgescene - a plain TOML file with one level's entities, the same format SceneManager::SaveScene/LoadScene use anywhere in the engine.
  • asge.session - remembers which project and scene were active; auto-saved every 30 seconds and restored on the next launch. It lives in your per-user data folder (%APPDATA%\ASGE\Editor on Windows), not next to the executable, so it works when the editor is installed somewhere read-only such as C:\Program Files.

Next: Work with scenes.