Methyl is Headcannon's custom game engine, made entirely in-house. Used to build our own games and with plans for a public release, it not only provides the high level of precision and control required to replicate the look and feel of 2D pixel art classics without compromise, but is also highly optimized to more-fully leverage modern raw computing power to allow for truly impressive visuals, effects, and gameplay experiences specifically within the realm of 2D pixel games.
Game code for Methyl is natively compiled, with Headcode scripts offering the ability to extend behavior dynamically at runtime. The robust "Vars" system allows great flexibility with object parameters, and is accessible from Headcode scripts. It pairs with Methyl's "Persist" system which is an integrated system for game save files featuring developer-defined Save presets, a built-in Save data editor, and the ability for objects to automatically carry important variables across game sessions.
Editing is done through MethylED, which is fully integrated with the engine in the developer build. The customizable "Tile Palette" workspace lets designers build a readily-accessible palette of reusable level pieces instead of relying purely on a raw tile sheet. Tile Palette "Stacks" can be built on top of the primary palette, and forwarded to multiple tile planes at once to enable simultaneous placement of foreground, background, otherwise multi-layered, and collision structures.
Because the developer version of the Methyl engine and the MethylED editor are one and the same, a unique and powerful "Live Edit Mode" becomes possible. In this mode, the game can be played inside the editor and edits can be made while the game is running to monitor and test behavior and changes in real time.