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

Rewards and pickups


Back in the Start scene for our Mars Secret Level, let's drag in all of the images (because it's an image sequence) from the Projects/RamblinRover/Pickups/Coins/Normal/Comp 1 folder, as an Action.

Actions (compared to Objects) are how we create unique pickups and...well, actions. These might include temporary invincibility, killing all enemies, rewards, and healing damage.

Select your new coin pickup from the Actions section of the Asset Library, and we'll work with the properties a bit. Let's take a quick look at these properties one by one (starting with Action Type because you should have a firm handle on Collision Shape and Default Animation by now):

  • Action Type: This is kind of a preset option. Here, you can set it for the various types of pickup that Buildbox has to offer. Let's set this to Coin.
  • Action Animation: This is mostly useful if we're going to do Invincibility, or Kill All Enemies for our Action Type. With this, we could project a wave across the whole screen...