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

Damage and health


By default, everything has 1 health point and deals 1 damage point. So, when you shoot your bullets, they will only deal 1 damage. By adding additional health to ground objects, we'll be able to make them (to all intents and purposes) indestructible. Similarly, by adding more damage to the missiles for our Phoenix rover, it will effectively kill objects that have higher health easier. Here's how it's done.

Let's begin with all of the ground objects (GroundBlock-Mars, CaveBlock-Mars, RawGround, Steel, and GroundBlock-Kepler). Repeat the following procedure for all of these blocks:

  1. Select the object in the Asset Library.

  2. At the bottom of the Properties window, click on the Add Component button.

  3. Add both Damage and Health to each object. This is because our tank will have more health, but we still want it destroyed if it flips over. So, we have to make the ground very lethal by adding damage, and resilient to bullets by adding health.

  4. Increase both the Damage and Health values...