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

Setting up our rover


The following screenshot shows how images are currently set up with our character (left) and where they will be soon (right):

We'll do this the same way we did in the last chapter, Chapter 2, Orientation:

  • In the Asset Library, open the Characters section and select the Character.
  • Rename the character Training Rover in the Properties window. You may think this violates our naming conventions. Those conventions are for files, not for elements in our Buildbox game. It's important to name your objects in plain English. That way, when it comes to choosing characters or unlocking new ones, they are readable in our store.
  • Now open your file browser to our content directory and navigate to Projects/RamblinRover/Characters/Rover001-Body; select all of the images in that folder and drag them to the Default Animation field.
  • If you hover your mouse over the Move Animation field, you'll see two options in the upper-right of the field. One looks like a pencil, and this is the Edit button...