The scene showing in the scene editor will be highlighted in yellow On the bottom part of the screen is where we will see “tabs” of the different scenes in the game. Snap Movement: snap to a grid on object placement, to make things easier to line-up objects.Īctivate Connection Mode: used for connecting items in the game.Īctivate Debug Mode: this allows you to see the collision shapes of the objects on the screen. Grid on top: place grid above all objects in scene, to line up with the grid lines. Note: you can lock and unlock individual background elements though the outliner. Lock Backgrounds: lock all background elements. Show Game Frame: overlay the game frame over the current Scene in yellow. To the left column of the options panel, you will see the following six buttons: We will tackle the buttons next to it later on in another chapter. The play button at the top is used to preview the game. If an item is selected from the assets panel, options to modify that item’s global properties will appear in the options panel. Clicking on an item will reveal the options for that item. On the far right you will find the options panel. The dots under the lock symbol will allow you to lock an item down so you can not accidentally move it. You can use the dots under the eye to suppress display of an item. Clicking those dots will toggle their setting. Next to each item there are two dots – that line up with those symbols. There are two columns to the right: one with an eye symbol, and the other with a lock symbol. Press the trash icon down the bottom to delete the currently selected item. All non-background items are under Game Play Layer at the top. You can rearrange them by clicking and dragging an item. In the scene, items on top of the tree appears in front of other items below it. By default all items are listed in the order they were created. You can select any item in the scene by clicking on it in the tree. It shows a tree of all items in the scene. Next to the assets panel is the outliner. Assets panel is where all assets available for our game creation are listed, including any new ones we add. On the upper left-side of the Scene Editor is the Mind Map button. You will notice that the game is already playable! Buildbox has already generated the basic gameplay mechanics, as well as a few scenes to help you get started.īefore we make edits on the game, let’s talk about It is where you edit the scenes that make up a world.Ĭlick on the preview button in the upper-right hand corner to see that the Wall Jump preset has been generated for us. The Scene Editor is the screen you will be spending most of your time in, while using Buildbox. Press the Create button once your settings are set up like this.Ĭlicking “create” will take you to the SCENE EDITOR. Menu Settings: Has Pause Menu and Game Over Menu The most exciting part about the Creator Window is the list of gameplay presets. You can also decide on what happens for the world end action.Īll of these can be changed later – they are however the fastest way of getting your base settings correct before you start. You can set single world or have multiple worlds. You can set up the score type to either distance-based, coin-based, or point-based. In the creator window, you can set the orientation of the game (which way is up), to either portrait or landscape. Pay particular attention to the menu and world settings, as they set up a lot of elements automatically that you would otherwise have to set up by hand. Write the title of your game on the “Name” field. To start building our game, you will need to click the “Create New”button.Ĭlicking the “Create New” button will bring out the Creator Window. News related to Buildbox, its teams, and its developers.Demos to help you get a feel for Buildbox.The last item brings up a dialog to browse to any project on your computer. We’ll be greeted by the welcome screen.Ī list of previous projects we can open with one click. LET’S GET STARTED.įirst, we start up Buildbox. We will cover the creator tool and how to use it to make a playable skeleton of your game ‘GLTCH.’ We will also cover how to use the scene editor to customize your game with different backgrounds, characters, menu screen graphics and more. In this chapter, you will get a detailed tour of the software’s options and settings, which will help you become more familiar with the features and editing tools that you will be using.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |