Book Image

Buildbox 2.x Game Development

By : Ty Audronis
Book Image

Buildbox 2.x Game Development

By: Ty Audronis

Overview of this book

Buildbox is an “any skill level” development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface. Using an example as a tutorial, we will relate the driving principles and you’ll see how you can implement these principles to develop any games on the platform. We begin by setting expectations and providing a brief overview of the software. But it’s not long before you “dive in” to creating your first video game. You will actually have a playable level (“world”) by the end of the second chapter. Later on, you’ll learn everything from basic graphics creation to advanced world design while you refine your first game, called “Ramblin’ Rover.” All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards. Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create.
Table of Contents (17 chapters)
Buildbox 2.x Game Development
Credits
Disclaimer
Foreword
About the Author
About the Reviewer
www.PacktPub.com
Preface

Summary


Ok, so we didn't quite make a complete game. Many of the assets are still just stock template assets. Also, we haven't made any sound. No optimization of assets was done, and we didn't export the game for distribution. Actually, there is a lot more than these subjects that we didn't cover. But this chapter was not about creating a full game.

This chapter was about making you more familiar with Buildbox's interface, methodologies, and processes, which we've done.

You've learned the basics of the Game Mind Map. You now know what nodes are, and how they tie into each other to make a game flow. You also learned how to make navigation buttons, and how those end up making new output channels on nodes. We've also shown you how to alter your world's physics settings, and what the difference between a world and a scene is. And of course, we've learned about how to apply graphics to objects to make your game look great; as well as how to apply collision shapes to your objects. And finally, we...