# $GTOFWEB3 Social Sentiment & Intelligence — 2026-07-17 07:20 UTC > **Asset:** $GTOFWEB3 > **Momentum Status:** Fading Quickly > **Timestamp:** 2026-07-17 07:20 UTC (2026-07-17T07:20:00Z) > **Canonical URL:** https://cryptitalk.com/2026-07-17-07-20/crypto/GTOFWEB3 > **Overview Brief:** https://cryptitalk.com/2026-07-17-07-20/crypto.md --- ## 10-Minute Social Metrics - **Posts Analyzed:** 1 - **Total Impressions:** 625 - **Likes:** 140 - **Retweets:** 1 - **Comments:** 134 --- ## Momentum & Sentiment Analysis Total Engagement - Comments: 134, Retweets: 1, Likes: 140, Impressions: 625 --- ## Cited Community Posts & Evidence ### Post #1 by @BillaPixels > **Author:** [@BillaPixels](https://x.com/BillaPixels) > **Metrics:** 4 likes · 1 retweets · 0 comments · 92 views > **Source Link:** [https://x.com/BillaPixels/status/2077967687204962758](https://x.com/BillaPixels/status/2077967687204962758) > > "How Pixels Lets Anyone Build Game Features In the recent AMA @whatslukedoing demonstrated how @pixels_online engine allows non-developers to create maps, items, quests, and even scripted behaviours live in production, making it one of the most accessible Web3 game creation [Spoken audio]: Now, how do we add new features into the game? Well, actually, there's two ways that we do it. What's so powerful about the Pixels Engine is you can actually do a ton of work in Pixels, make new features, make new items, make new maps without ever touching code, which is what I'm pretty excited to see a lot of you start to experiment with. Because actually, you can build out new things inside of the game without being technical. But I was able to introduce new features into the game without any code. And this is also the part of the feature work that we're going to be introducing, um, as well too. So first we'll start with a map editor. We've shown you guys this a bunch of times, but this is pretty crucial to the tech stack. So how we build out pixels is we can edit everything live in production when it comes to maps, right? Like for example, if I want to add a new bush to this map, I opened up this map builder and I can add a new bush if I want, right? Now there's also a few different concepts inside of this. Um, so one, there's like all of these objects, objects are items inside of the game that are just collision boxes. They're just aesthetic. There's also a concept of entities and this is where the pixels engine is pretty powerful without any code changes. Basically entities are programmable objects inside of the game, right? Like literally everything that you interact with that is interactable inside of the game Is an entity every NPC is an entity every Like crop all the portals Even like some of the funny stuff that changes states when you pick it or click it. Yeah industries sauna portals the mazes But a lot yeah, and how do we actually build out entities? Well, it's this whole tool set that we have. And this is also what's going to be going live with the open source push. So this is also the tooling where we define all the objects inside of the game. And basically you guys are going to get access to all of this tooling too. So for example, if I want to make a new object, this is how I do it inside of the game. I give it like an item ID. I give it a sprite. I say where it can be placed on a wall or a floor if it's able to be moved or not. If it has physics, what happens when you remove it, all of these things, right? You're able to add new tile sets here. You're able to add new entities and entities are a little bit more complicated. Basically you treat it like an object. It still has physics that also has behavior. And if you look at this, you can actually script all of the entities. So, Pixels also built a programming language, it's called Pix Scripts. And the reason why Pix Script is interesting is because we can edit the behavior of items inside of the game, and this will go live to production immediately. So, you don't need to recompile the code, you don't need to redeploy it. You can basically mess with objects, their logic and how they work inside of the game engine in real time and build out features without you even having to like do any of the back end code, basically, for example, this is how you do quests. You know, you can build a quest in here, like your guy theory's quest. You can make new recipes, add new sounds, do stores, add avatars, all of this stuff. It's pretty crazy, right? So that is unlocked just by like front end and tooling, right? So basically if you have front end and tooling, probably like 80% of the features that we've been building out over the last little bit. can be done just with that." --- ## Contributing Accounts - `@gtofweb3` (https://x.com/gtofweb3)