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

Making a secret level


Before we get to the level itself, we'll have to create a way to get there! We'll need a scene that pops up every so often in our game, but isn't readily-identifiable as the portal to our secret level. Let's start by duplicating an existing scene. If you select the Rock Jump scene, and use the D key on your keyboard, you'll create an exact copy of the whole scene. Finally, rename it Rock Jump Portal. Then, move the scene down (in the scene selection window) to the end of the list. It should look like the following screenshot:

Great! So upon entering the scene, the player will believe they are just entering another rock jump scene. But let's do something more interesting here. Make the scene look like the following screenshot (using the same techniques as before):

So, here's what this obstacle is all about: it's supposed to look like a simple platform held up by narrow sticks for the player drive across the top of. But if a player hits it just right, and reverses their...