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

We got a fever, and the only cure is more rovers!


So now that we've created other worlds, we definitely need to set up some rovers that are capable of traversing them. Let's begin with the optimal rover for Gliese. This one is called The K.R.A.B.B. (no, it doesn't actually stand for anything...but the rover looks like a crab, and acronyms look more military-like).

Go ahead and drag all of the images in the Rover002-Body folder in as a characters. Don't worry about the error message. This just tells you that only one character can be on the stage at a time. The software still loads this new character into the library, and that's all we really want at this time anyway. Of course, drag the images in the Rover002-Jump folder to the Jump Animation field, and the LaserShot.png file to the Bullet Animation field.

Set up your K.R.A.B.B. with the following settings:

For the Collision Shape, match this:

In the Asset Library, drag the K.R.A.B.B. above the Mars Training Rover. This will make it the...