Set Color Node – Buildbox 3 Manual

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Set Color Node

This action node applies a color overlay to an asset that has a 3D Model node or an Animation Node.

Option Description
Name Type a custom name for this node, if needed.
Color Click the field, and in the Colors window, select a color and click OK.

If needed, you can also customize this node. For details, see Customizing Nodes.

Spawn Node – Buildbox 3 Manual

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Spawn Node

This action node makes a specified asset appear at the point of origin when activated.

 

 

Option Description
Name Type a custom name for this event, if needed.
Asset Click the edit button to open the asset manager to select which asset this node spawns. To select an asset in the Asset Manager: in the left-panel, click the name of your asset, and in the right-panel, scroll all the way down and click Save.
As Child If checked, the spawned asset will be attached to this asset.
Ignore Rotation If checked, the spawned asset will spawn with its default rotation and will not inherit the rotation of the asset spawning it.
Ignore Scale If checked, the spawned asset will spawn with its default scale and will not inherit the scale of the asset spawning it.
Position Offset Axis values that determines how far from the attached asset that the spawned asset will appear.

If needed, you can also customize this node. For details, see Customizing Nodes.

Previewing Templates – Buildbox 3 Manual

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Previewing Game Templates

Buildbox provides a variety of simple mini-games with prebuilt functionality. They can save you time and help you get started by experimenting and learning product features at the same time.

To preview a Buildbox template and familiarize yourself with the Buildbox workspace and features:

  1. Click the New Game tab on the main screen.
  2. Scroll up and down to browse the available templates and hover your mouse over each template to preview it.
  3. After you find a game style you like, double-click the template, for example, Iso Car.

    When the selected project is loaded, its Mind Map is displayed.
  4. Explore the game flow on the Mind Map represented by several nodes connected from the yellow Start node that loads the game, to the green UI nodes, such as Start UI, Game UI, at least one purple 3D World node, and a Game Over UI node at the end.
  5. On the Navigation bar, click the Preview button.
    The Preview window appears with the Start UI screen of the selected game loaded.
    Most likely, this UI screen includes three text labels at the top (the score (0), template name, the word “template”) and a Play button at the bottom, all against a black background.

    You can keep the preview window open as you work on your game, and it will update accordingly.
  6. On the Mind Map, double-click the Start UI node that defines the screen you see in the Preview window and click each asset in the UI Editor to explore its properties in the Options panel on the right.
    For example, the image below shows how the game score attributes are defined.

    Use the Helper in the bottom left corner of the screen for guidance.
  7. In the Preview window, click the Play button and start playing the game, for example, by pressing the right mouse button to make the iso car move forward.
  8. Replay the game as many times as you need, taking notice of when you score, what happens in the game, when and how it ends.
  9. Now take a look another look “under the hood.”
    Game assets
    What you see while playing the game is the 3D World node that represents a game level.

    1. On the Buildbox navigation bar, click Mind Map at the top left to go back to the game nodes you saw in step 4 above.
    2. Double-click the purple 3D World node to explore its workspace and setup.
    3. In the Asset panel on the far left, click different assets and check out their attributes in the Options panel on the far right.
    4. Hold the spacebar and drag the grid to change your view of the scene.
    5. Drag an asset to the Editor grid and play with different controls on the toolbar, for example, click the Camera button to turn on and off the camera view.
    6. In the Outliner, click the assets added to the scene and see how their position attributes differ from the object attributes.
    7. At the very bottom, click different scene buttons (Start, 1, 2, 3)  and see what assets they have that you can recognize from the game.
    8. In the Asset panel, double-click an asset, for example, Actor or Chassis in the Iso Car template and explore the Node Map of the selected asset.

      At the very least, there should be two asset nodes, Start and 3D Model, which create the asset and define its shape respectively. On the Chassis Node Map, there are also two UI Button nodes that are linked to the Motor node, which in turn moves the car back or forward when you press the right or left mouse button.
    9. Click any node on the Map or drag a new one from the Node panel on the left and explore its attributes in the Options panel on the right.
    Game controls and logic
    The game score at the top and the logic that determines what happens as a result of your actions during the game are defined in the Game UI node.

    1. Use the navigation bar to go back to the Mind Map.
    2. Double-click the green Game UI node.
    3. Click the Event Observer icon at the top left of the UI screen in the Editor, and check it attributes in the Options panel. It “listens” to the game and load the Game Over UI when the game is over.
    4. Check out any additional elements, such as two control buttons in the Iso Car template, which correspond to the UI Button nodes in the Chassis Node Map above.
    Game end
    When your game ends, a Game Over UI screen appears. It is represented by Game Over UI node on the Mind Map, which is very similar to the Start UI node.
    The outcome of the game is also determined by the Action nodes, such as If Collide, Health, and Defeat that are typically added to the game assets in their Node Maps, typically to the Actor character.
    For example, in the Iso Car template, go to the Mind Map, double-click the 3D World node, then in the Asset panel double-click the Cargo asset and check the Affected Asset attributes in the Options panel of its If Collide nodes that are connected to the Game Over Event node.

10. Go back to the Mind Map and see if the connections between the node outputs and inputs make more sense to you now.
11. Continue exploring different workspaces or create a simple game to further familiarize yourself with Buildbox and its powerful features.

To choose another template to explore, on the Buildbox menu bar, select File > New. See also the Getting Started tutorial.

Changing Collision Shapes – Buildbox 3 Manual

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Change Collision Shapes

A collision shape is the surface area around an object that gets affected when two objects from different collision groups collide.

For example, even though it looks like the ball in the image on the left can clearly make it over the cone obstacle, it will actually collide with it. If you click the Collision Shape Editor button in the scene, you will see in the image on the right that the cubic collision shape of the ball will graze the top of the conic collision shape of the obstacle. If not, see Viewing Collision Shapes.

     

Here’s what you need to know about collision shapes:

  • A collision shape may be the same physical shape as the object or be of different shape, for example, a cone can have a cylinder collision shape.
  • You can expand a collision shape in size, as if to add padding to the object, typically to increase the collision surface of the object.
  • You can also move a collision shape away from the object.

Thus, when two assets collide, for example, when a character runs into an obstacle, it is their collision shapes that get affected, not the objects themselves.

Step-by-Step Instructions

To change a collision shape of an asset:

  1. On the Mind Map, double-click the World node where you want to change a collision shape of an asset.
    The Scene Editor is displayed.
  2. On the toolbar, click the Collision Shape Editor button.
  3. Select the asset in the scene.
  4. In the Options panel on the right, in the Collision Shape field, select the shape you need.
    • Cube
    • Sphere
    • Cylinder
    • Mesh—A sophisticated shape, with outer and inner vertices created to reflect the shape details, such as a hole in a torus, for example, which would let objects go through it during a collision.
    • Hull—A “solid” shape that reflects only the outer frame of the selected shape, without details such as a hole in a torus, for example. No objects can go through a Hull collision shape.
  5. If you select Mesh or Hull, in the Collision Mesh field that appears below, click the Edit icon and select the appropriate shape from Mesh Manager and click Save.
To preview the collision shapes, turn on the Debug Mode in the Preview window.

Defeat Node – Buildbox 3 Manual

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Defeat Node

This action node disables all nodes in the node map, then activates any nodes connected to the Defeat output. For a use case example, see Health, Damage, and Defeat.

Unless the asset is removed, its Collision Shape will still be present once the asset has been defeated.

Option Description
Name Type a custom name for this node, if needed.
Remove If checked, the asset will be removed from the game when defeated.

If needed, you can also customize this node. For details, see Customizing Nodes.

Node Anatomy – Buildbox 3 Manual

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Node Anatomy

Whether they are used on the Mind Map or Node Map, all nodes in Buildbox have the same overall layout.

Appearance

  • All nodes have a colored title that indicates the category and at least an input or an output below.
  • Aside from the colored background, each node title consists of two parts:
    • A node icon in the top-left corner that indicates the type of the node in the same node category.
      NOTE: This is the same icon that is displayed in the Node panel from which you can add nodes to the map, for example, for a Switch node shown above. This icon also appears under your mouse cursor when you drag a node from the Node panel to the Map.
    • The name of the node, which you can change in the respective Options panel, if necessary.

Customizability

Some nodes are customizable, which is indicated by the Edit icon in the top-right corner.

  • In object or character nodes, clicking the icon allows you to customize their code by using JavaScript, add attributes, and/or modify inputs and outputs. For details, see Customizing Nodes.
  • In World and UI nodes, it opens the respective World and UI workspaces where you can edit the nodes.

Functionality

Nodes must be connected, with each preceding node activating the next node to which it is connected. On the Mind Map, the connectors between World and UI nodes indicate the overall game flow. On the asset Node Map, the connectors between different nodes define the looks and behavior of the asset under specific conditions.

Node connections are made between node outputs and outputs. Here’s what you need to know about them:

  • All nodes, except the Start nodes, have at least one input on the left.
  • Some nodes may also have one or more outputs on the right.
  • A node must have at least one connector linking its output to the input of another node.
  • You may not link an output to another output and vice versa, only output to input.
  • You can add multiple connectors from one output.

For example, to see how the If Collide and Defeat nodes are used, see Health, Damage, and Defeat.

Making a Simple Video Game with Tutorials

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Making a Simple Video Game with Tutorials

Practice makes perfect! The most effective way of exploring Buildbox 3 is the hands-on approach! You can preview and explore the mini-game templates on your own or actually build a simple game by doing the following:

  1. Click the New Game tab on the main screen.
  2. At the top of the Templates panel on the left, click Create New.
  3. Follow instructions in these video tutorials:
    1. Making a simple video, part 1
    2. Making a simple video, part 2
To explore all available tutorials, click the Tutorials tab on the main screen.