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

Optimizing game assets


Remember, we want our game to be as resource-light as possible. Not only does this ensure that it'll run on most devices, but it makes our game run as fast as possible (in the hope to avoid any hiccups due to older devices). In the quest to make our game, it's virtually assured that we have a lot of duplicated graphics, some graphics that are no longer even used, and the same goes for our audio. Let's get started by opening up our game in Buildbox.

Let's also save a new copy of the game once it's opened. I'm always weary of automatic optimization processes (as it's entirely possible to have the software accidentally remove required graphics or audio). So, by saving a backup of the game, we know that we can always go back without painstakingly restoring assets.

Under the Tools menu (at the top of the interface), systematically go down and run every remove process offered:

  • Remove Unused Level Objects
  • Remove Unused Image Objects
  • Remove Unused Sound Objects
  • Remove Unused Scenes...