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


Well, there we have it! A complete game, adjusted and compiled for distribution channels, and live so that people can download and play it. A lot of work, and a lot of nuances and complexity in this chapter. Hopefully, you now know how various distribution channels work and their commonalities so that you can easily navigate through any new channels that may pop up as well.

In this chapter, we learned all about distribution channels. We dealt with all of the complexity of compiling, preparing, and submitting for the Apple iOS store (iTunes). We also breezed through Google Play, and the slightly more difficult Amazon App Store. We then moved into PC gaming with the Windows store, and even covered Steam. If this chapter took you the longest to get through, don't worry. The entire process of submitting Ramblin' Rover to all of these channels took over three weeks to complete (when the game itself took less time to create).

But consider this... Buildbox has done such a great job of making...