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

Building a coin shop (part 1)


This is almost as easy as setting up ads. Just a few minor complications. First, set up your Coin Shop UI to look like this:

The actual purchase buttons are made using the Purchase Button asset found in the Buttons section of the Asset Library. Before we can set these up, however, we must set up an action for the credit purchases to be linked to. And we mean literally an action on a game field screen. It doesn't matter which game field you go to, but we used the mars training ground.

Just drag in any graphic asset as an action. We used the Pause button graphic (so that we could easily tell what it was. Now that it's on the game field... delete it (by selecting it on the stage, and hitting the Delete key on your keyboard). Why? Because we want the action to exist, but we don't want it to be available during game play... only through a purchase. Set it up with the following settings:

Now set up another one (we used the forward icon for the graphic) called HundredThousand...