Label Node – Buildbox 3 Manual

By |

Label Node

This content node displays a text area across the associated asset. If the asset is moved or rotated, the text will move and rotate with it.

Option Description
Name Type a custom name for this node, if needed.
Position Enter numeric values to change the location of the label in relation to the asset that it is attached to.

For example, a value of 4 on the Y axis will place the label above the asset.

Rotation Enter numeric values to change the rotation of the label in relation to the asset that it is attached to.
Scale Enter numeric values to change the size of the label in relation to the asset that it is attached to.
Color This attribute allows you to add a color overlay on top of the colors and/or gradients of the Font Template. For details on fonts, see Font Builder.

To add a color overlay, click the field, and in the Colors window, select a color and click OK.

Alignment Select the alignment of the text on the label, Left, Right, or Center.
Text Type the text you want to appear on the label.
Font Select a font for your text.

To add more fonts to this list, see Font Editor.

3D Mode Select to show the Billboard attribute in the Options panel. Clear to hide the Billboard attribute.
Billboard Mode Select an option to determine how the text automatically faces the camera in the game:

  • None—the label will not change its view or angle in the game
  • Point—the label will change its rotation in the game to always point towards the camera
  • Plane—keeps the label aligned with the camera view at all times

Asset Library – Buildbox 3 Manual

By |

Asset Library

Asset Libraries provide collections of basic 2D sprites, 3D shapes, and “smart” assets with pre-built functionality. You can add them as objects and characters to your game.

To access an Asset Library:

  1. Depending on what type of asset you want to add, open either a 2D or 3D world.
  2. In the asset panel, click Asset Library.

Using Asset Libraries

  • To find the asset or shape you need in the Asset Library, click the respective tab or click the Search icon and type the name of the asset.
  • To preview an asset, click it, and its information is displayed in the Options panel on the right.
  • To add an asset to your game world, double-click it or click the Add to Library button in the Options panel.
  • To close the Library, click the orange Asset Library button.

The sections below describe the available asset categories.

Sprites
  • A sprite is a 2D plane that displays an image.
  • To access the Sprite asset library, open a 2D World then click Asset Library.
  • Each sprite asset contains an Animation node in its node map that is used to display a given image.
  • To preview a sprite, click it, and its information is displayed in the Options panel on the right.
  • To add a sprite to your game world, double-click it or click the Add to Library button in the Options panel.

Shapes
  • Each shape asset contains a 3D model, which is a three dimensional shape that is made up of four sided faces called polygons.
  • The shape of a 3D model is defined by the placement and amount of polygons on its surface,
  • To preview a shape, click it, and its information will be displayed in the Options panel on the right.
  • To add a shape to your game world, double-click it or click the Add to Library button in the Options panel.

Assets

On the Assets tab in the Asset Library, you can find custom-made 3D “smart” assets that have pre-built functionality that will expedite your game development process.

  • To preview an asset, click it and watch the preview on the right.
  • To add an asset to your game world, double-click it or click the Add to Library in the Options panel.

The table below describes available smart assets and allows you to preview them by hovering your mouse over the image. It also lists the nodes that determine their functionality.

Name Image Description Nodes Used
Teleport Assets that collide with the Teleport Entry will be sent to the Teleport Exit.
Atom Point A sphere with two rings that rotate constantly around it. When colliding with another asset, the Atom Point increases the current score and disappears with an effect.
Point After colliding with another asset, this asset adds a point to the current score, then disappears.
Coin After colliding with another asset, the coin adds a point to the current score, then disappears.
Hoop When another asset moves through the hoop, the current score increases by 1, and the hoop turns black with an effect.
Enemy A rotating asset that acts as an enemy in the game.
Platform An asset that is used as a ground, wall, or ceiling. Other assets with physics enabled bounce without passing through it.
Float Platform A vertical floating platform that other assets with physics enabled will not pass through.
Flap An asset affected by gravity that jumps whenever the player clicks or taps the screen.
Deep fly A forward-moving, flying asset that changes its direction based on how the player drags a finger or mouse across the screen. After colliding with an enemy asset, this asset will become defeated with an effect.
Lanes A forward-moving asset that zig-zags and switches lanes to avoid an obstacle when the player taps or clicks the screen.
Swipe 3 Lane A forward-moving asset that zig-zags and switches between three lanes to avoid an obstacle when the player taps or clicks the screen.
Slingshot The Slingshot asset launches in a given direction based on how far back the player pulls and aims the asset.
  • 3D Model
  • CueBall (Custom)
  • CueLine (Custom)
  • CueArrow (Custom)
  • Slingshot (Custom)
Float A forward-moving asset that the player keeps floating in the air by using their finger to tap and hold or using their mouse to click and hold the screen.
Flip An object that jumps and rotates forward when the player clicks or taps the screen.
Spin Helix A spiral asset with a constant rotating motion.
Twist Cylinder An asset that twists left and right when the player drags a finger or mouse across the screen.
Position Cube An asset that moves away when a character approaches it.
Rotation Cube An asset that rotates and gets out of the way when a character approaches it.
Scale Cube An asset that increases its size when a character approaches it.
Door Key When colliding with another asset, this asset activates the door swing, door scale, and door slide assets then disappears.
Door Swing A door asset that swings open when an asset collides with a Door Key asset.
Door Slide A door asset that slides open when an asset collides with a Door Key asset.
Door Scale A door asset that shrinks vertically to open when an asset collides with a Door Key asset.
Sticky Sphere An asset that sticks to any asset that it collides with.
Hit Cylinder An asset that changes color and takes damage when colliding with other assets.
Roto Cube An asset that rotates in a specified direction when another asset moves close to it.
Swing Cube An asset that rotates back and forth when another asset moves close to it.
Diamond When colliding with another asset, this asset adds a point to the current score, plays an effect, then disappears.
Exploding Cube An asset that bursts into several smaller cubes when colliding with another asset with physics enabled.
Hydraulic Obstacle An asset with two pillars and three horizontal beams that close to form an obstacle when another asset approaches it.
Ground Spikes Three enemy cones that pop up from the ground when another asset approaches them.
Bouncing Ball A forward-moving sphere that bounces off a surface and allows players to change its position by dragging their mouse or finger across the screen.
Draw Ball A sphere that follows a path drawn by the player using a finger or mouse.
Fly Rotation A forward-flying asset that moves from side to side and rotates when the player drags a finger or mouse across the screen.
Jumping Ball A forward-moving sphere that jumps when the player taps or clicks the screen.
Jumping Cube A forward-moving cube that jumps when the player taps or clicks the screen.
Simple Shooter An asset that shoots bullets or other objects when the player taps or clicks the screen.
Switch Ball A forward-moving sphere that zig-zags when the player taps or clicks the screen.
Beam A rotating spiky cylinder that acts as an enemy in the game.
Gear Grinder Two rotating gear-grinding cylinders that act as an enemy in the game.
Cube Flip A cube that flips to a different side when another asset collides with it.
Obstacle Dynamic An obstacle that is knocked over or pushed when another asset collides with it. When several obstacles are used and stacked, they fall apart. 3D Model
Platform Color A platform that changes color when a character lands on it.
Platform Lift A platform that moves up when a character lands on it.

For more details and demonstrations, see the video below.

 

3D World Asset Panel – Buildbox 3 Manual

By |

3D World Asset Panel

This is the panel on the far left side of the World workspace. It lists all assets available for adding to the scenes of the selected world and allows you to add new ones from the Asset Library.

  • To add an asset to the game, select it in the Asset panel and drag it to the Scene Editor, and it will be automatically placed in the center.
    You can then use the Scene Editor tools to position each asset as needed.

    To add multiple assets to a scene, hold SHIFT and select all desired assets, then drag them to the scene.
  • To view or edit the properties of an object or character in the Asset panel, click the object or character name and the Options panel is displayed. From here, you can set the collision group for the asset, define its shape and other attributes.
  • To delete an asset from the Asset panel, hover your mouse over it and click x.
  • To extend the panel vertically, if needed, close the Helper.
Panel Item Description
Search   Enter the name of an asset you want to search for in the Asset panel.
Asset Library Click to open the Asset Library where you can preview and choose 3D basic shapes and advanced assets for your game.

To close the library, click Asset Library again.
Characters Assets that the camera can follow in the game and which the player can control. For details on how to make an asset a character in the game, see Creating Characters.

To add a character to the scene, drag the object you want to make a character from the Objects list below and drop it on this button.

To delete a character, hover your mouse over it and click x.

Objects Assets used in the game World. The player can control objects, but the game camera cannot follow them.

You can add as many objects as you need from the Asset Library. You can make these objects characters, enemies, for example, by choosing the appropriate collision group for them in their Options panel.

To delete an object, hover your mouse over it and click x.

Labels Fonts with predefined settings that you can add using the Font Editor.

Drag a font to the Scene Editor to add text to be displayed on the screen or use it to display the game score for the user by choosing the respective option in the Function field of the Options panel on the right. See also Adding Game Score.

Lights If you need additional light sources in the selected scene, you can add two more types of lights, Point Light and Spot Light

Drag a light to the Scene Editor and position it as desired using the tools. If more light is needed, duplicate the light. See also the Point Light and Spot Light attributes that you can define in their respective Options panels.

A scene can only have a maximum of 7 lights.

Right-Click Menu

The right-click menu in the Asset panel offers To access this menu, right-click an asset in the Asset panel and select one of the following options.

Option Description
Edit Nodes Opens the asset’s node map.
Duplicate Creates a copy of the asset in the Asset panel.
Delete Removes the asset from Buildbox entirely.
Export Asset Exports the asset as a BBASSET file to your computer.
Create Group Creates a group folder with the selected asset.
Colors Color codes the asset in the Asset panel. For example, if you select red in the right-click menu, a red line appears to the left of the icon:

Icon sizes Changes the size of the asset icons in the Asset panel.

Group Folders

Group folders allow you organize and locate assets more efficiently in the Asset Panel.

  • To create a group folder, right-click an asset in the Asset panel and select Create Group.
    The asset is now in a group folder.
  • To rename a group folder, select it in the Asset panel and in the Options panel, in the Name attribute, type a new name.
  • To move the Group Folder, simply click and drag it along the Asset panel.

Brainevents – Buildbox 3 Manual

By |

Brainevents and State Brainboxes

Brainevents activate gameplay features and logic in a sequential order that is determined by the object or player action. State Brainboxes allow you to activate the Brainevents that they are attached to, and contain predefined gameplay features and functionalities such as animation, data, motion, and outcomes.

The following example is a 2D character asset that contains multiple Brainevents and State Brainboxes:

When the asset is created in the game, the Idle Brainevent activates, which in turn activates the Idle State Brainbox that plays an animation. After the player presses a movement key, the Idle Brainevent deactivates and the Run Brainevent activates along with the Run State Brainbox that moves the character while playing an animation. After the player releases the movement key, the Run Brainevent deactivates and the Idle Brainevent activates. The character stops moving and plays its Idle animation.
Brainevents

There are two ways you can add a Brainevent to an asset.

To add a Brainevent to an asset from the Asset panel:

  1. In a World workspace and in the Asset panel, select an asset.
  2. In the Options panel, click the Add Brainevent button on the bottom.
  3. In the Name field, enter a new name for the Brainevent.

To add or edit a Brainevent from the asset’s Node Map, double-click the asset in the asset panel and do any of the following:

  • To add a Brainevent in the asset’s Node Map, click the + button on the Start node. A New Event appears on the Start node
  • To type a new name for the Brainevent, click the Brainevent’s name on the Start Node.
  • To view or change the Brainevent’s attributes in the Options panel on the right, select the Start node.

Brainevent Output

After you create a Brainevent, a new output with the Brainevent name appears on the asset’s start node.

  • To allow the Brainevent to activate nodes, connect the Brainevent output to the nodes of your choice.
  • When the Brainevent activates, it will activate all of its connected nodes.

Priority

Since only one Brainevent can be active at a time, you can enter a value in a Brainevent’s Priority attribute to determine how Brainevents can activate and deactivate one another.

  • During an active Brainevent, only Brainevents with the same or higher priority value will be able to activate.
  • For example, if the active Brainevent’s priority is 2, then only other Brainevents with a priority of 2 or higher can activate. Brainevents that contain a priority lower than 2, will not be able to activate.

The following is an example of multiple Brainevents with different priorities that change the color of the asset:

After the Green event activates, the Red and Blue events deactivate and will not be able to activate again until the Green event deactivates. The Red and Blue Brainevents will interrupt one another when either activates.

Self-Interruptible

  • Select the Self-Interruptible checkbox to allow the Brainevent to activate even if it is already active.
  • Clear the checkbox to prevent the Brainevent from activating again when it is already active.
State Brainboxes

State Brainboxes add predefined functionality and outcomes to an asset and can transition to other Brainevents.

To add a State Brainbox to a Brainevent, navigate to the Options panel and next to a Brainevent name, click the Add Brainbox icon and select one of the following State Brainboxes:

Name Icon Description Transition
AI Simple Applies the following to an asset:

  • Automatic movement along the X axis and changes its direction after it collides with another object or approaches the end of a platform.
  • Character detection that allows the asset to detect a character then move towards the characters location to attack it.
None
AI Advanced Applies the following to an asset:

  • Automatic movement along the X axis and changes its direction after it collides with another object or approaches the end of a platform.
  • Attack frequency that makes the asset automatically attack periodically.
None
Idle Plays a looping animation when the asset is created or spawned in the game Initial Event – Select the Brainevent you want to activate when the asset is created or spawns in the game.
Run Allows the player to press the A and D keyboard buttons to make the asset move left or right while playing an animation and sound. The asset will always face the movement direction and flips when the movement direction changes. Idle Event – Select a Brainevent that contains an Idle State Brainbox or a Brainevent you want to activate after the player releases the run control.
Jump Allows the player to press the X keyboard button to launch the asset up in the Y direction while playing an animation and sound.

Requires the asset’s physics to be Dynamic.
Fall Event – Select a Brainevent that contains a Fall State Brainbox or a Brainevent you want to activate when the character begins to fall.
Fall Plays an animation and sound when the asset begins to fall in the Y direction.

Requires the asset’s physics to be Dynamic.
None – This Brainevent stays active until a different one activates.
Land Plays an animation and sound when the asset lands on a surface.

Requires the asset’s physics to be Dynamic. Requires the surface asset’s physics to be any type of physics.
Event on End – Select a Brainevent that you want to activate after the animation ends.
Attack Allows the player to press the Z keyboard button, or another specified button to make the asset play an animation and create a hitbox that applies damage to other assets with health. Event on End – Select a Brainevent that you want to activate after the animation ends.
Damage Applies health to an asset and allows it to and take damage from other assets. Also plays an animation and sound when the asset takes damage.

Event on End – Select a Brainevent that you want to activate after the animation ends.

Death Event – Select a Brainevent that contains the Death State Brainbox or a Brainevent you want to activate when the Character’s health reaches 0.

 

Death Plays an animation and sound to signify the death or defeat of the asset. None – This Brainevent stays active until a different one activates.

To view the nodes associated with a State Brainbox, double-click an asset in the asset panel.
Below is an example of the Run State Brainbox and the Idle State Brainbox.

Health, Damage, and Defeat – Buildbox 3 Manual

By |

Manage Health, Damage, and Defeat

Health, or Hit Points, determines how much damage a character or enemy can sustain before it is defeated. Damage is the number that is subtracted from the health when the character or object collides with an enemy. After its health is depleted (reaches 0), the object or character is defeated and should be removed from the game.

Adding Health

To add health to an asset:

  1. On the Mind Map, double-click the World node where you want to add health to an asset.
  2. Inside the World, in the Asset panel on the left, double-click the asset to open its Node Map. 
  3. In the Node panel of the Node Map workspace, click Actions to expand the list.
  4. Drag the Health node to the Node Map grid.
    The Health node does not need to connect to the Start node.
  5. Click the Health node and in the Options panel on the right, in the Health field, enter the number of hit points for the asset. For details, see Health Node.

Now you need to specify the amount of damage to be applied to the character.

Defining Damage

To apply damage to an asset when it collides with an enemy:

  1. In the Node panel, search for the If Collide node and drag it to the Node Map.
  2. On the Start node, click the Created output and drag a connector to the Enabled input of the If Collide node.
  3. Click the If Collide node and in the Options panel on the right, in the Affected Assets drop-down list, select Enemy.
  4. In the Node panel, search for Damage, and drag it to the Node Map.
  5. On the If Collide node, click the Collide output and drag a connecter to the Enabled input of the Damage node.
  6. To change the damage amount, click the Damage node, and in the Options panel on the right, enter a numeric value to specify the Damage amount to be applied. For more details, see Damage Node.

Now you need to specify what happens when the character’s health is depleted.

Handling Defeat

To make a character or object defeated after its health reaches 0:

  1. In the Node panel, click Actions category, scroll to the Defeat node and drag it to the Node Map.
  2. On the Health node, click the Defeat output and drag a connector to the Enabled input of the Defeat node.

You’ve defined the amount of health our asset can have and the amount of damage it can sustain. Once defeated, it will be removed from the game.

Making a Simple Game – Buildbox 3 Manual

By |

Making a Simple Game

If you have explored Buildbox and want to see how the tasks explained and demonstrated by the interactive and video tutorials and templates come together when building a game, you’ve come to the right place!

The instructions below consolidate most important tasks into a single, comprehensive guide. This guide walks you step by step through the game creation process from start to finish and allows you to learn Buildbox at your own pace.

After completing the steps below, you will create a simple game, in which players control a cube character that moves along a platform (ground) and jumps to avoid enemy cone obstacles while collecting reward coins.

What You Need to Know

  • There are more than one way of doing things in Buildbox, such as selecting and manipulating objects or entering values.
    Each procedure intentionally demonstrates various ways of setting desired values, for example, by entering them in the respective fields or by manipulating the objects in an Editor.
    Experiment and choose your preferred way!
  • Images are provided for your reference only.
    Your view of the scenes on the screen may differ based on the zoom level and angle you choose using the spacebar and left and right mouse clicks.
    It is the position and scale values that you will be instructed to enter that matter.
  • The order of procedures is intended to maximize efficiency and reduce the number of tedious, repetitive tasks. Yet some of them are unavoidable.
    Practice makes perfect! Your patience and diligence will result in mastery of skills.
  • The steps below tell you only what to do, not why.
    For details and explanations of tools and features, see the respective sections in this documentation.

Let’s Get Started!

1. Create your project
  1. On the Getting Started screen, click Create New at the top left.
  2. On the displayed page, click Create 3D Game under the New Game option.
    A new project loads with two nodes on the Mind Map.
  3. On the Buildbox menu bar, select File > Project Settings  to open the Project Settings window.
  4. In the Full Game Name field, type a name for your game.
  5. In the Orientation drop-down list, select Landscape. Click OK.
  6. On the menu bar, click File and select Save As.
  7. Choose a location and type a name for your project.
  8. Click Save.
2. Add a 3D World
  1. On the Mind Map, select the 3D World and press Delete on your keyboard.
  2. From the Node panel on the left, drag a 3D World node to the Mind Map grid and place it to the right of the Start node.
  3. On the Start node, click the Load output and drag a connector to the Load input of the 3D World.
  4. Click the 3D World and in the Options panel, in the Gravity Y axis field, type -30.
  5. Double-click the 3D World  node to go inside it. The World workspace is displayed.
3. Create a solid ground
  1. In the Asset panel on the left, click Asset Library.
  2. Double-click the Cube shape.
    It appears under the Objects category in the Asset panel.
  3. Click Asset Library to close it.
  4. In the Asset panel, click the Cube object and in the Options panel on the far right, do the following:
    1. In the Name field, type Ground.
      The name is automatically updated in the Asset panel.
    2. In the Collision Group list, select Platform.
    3. Expand the 3D Model drop-down list.
    4. Click Color and in the displayed window, choose an orange color, and click OK.
    5. Select the Physics checkbox.
    6. In the Type list, select Static.
  5. From the Asset panel, drag the Ground asset to the Scene Editor.
  6. In the Options panel, in the Position X, Y, and Z axis fields, enter 0, -1, 0 respectively.
  7. In the Scale axis fields, enter the following values: 2, 1, 5.

This is what your ground would look like in the Scene Editor:

4. Create your character
  1. In the Asset panel on the left, click Asset Library.
  2. Double-click the Cube shape.
    It appears under the Objects category in the Asset panel.
  3. Click Asset Library to close it.
  4. In the Asset panel, drag the Cube object to the Characters category.
    The Characters category changes to a drop-down list with the Cube asset in it.
  5. Drag the Cube character to the Scene Editor.
  6. In the Options panel, enter the following values in the Position axis fields: 0, 0.5, 0.
  7. In the Scale axis fields, enter the following values: 0.5, 0.5, 0.5.

This is what your character would look like in the Scene Editor:

5. Define the character's appearance and behavior
  1. In the Asset panel, click the Cube character.
  2. In the Options panel on the far right, do the following:
    1. In the Name field, type Player.
      The name is automatically updated in the Asset panel.
    2. In the Collision Group list, select Character.
    3. Expand the 3D Model drop-down list.
    4. Click Color and in the displayed window, choose a yellow color, and click OK.
    5. Select the Physics checkbox.
    6. In the Type list, which appears underneath the checkbox, select Dynamic.
    7. To make the character move and jump, at the bottom of the panel, click Add Brain Box.
      1. Scroll to find the Move box and click it.

        The expanded Move drop-down list is added to the attributes in the Options panel.
      2. In the Speed Y axis field, delete the 0 value (this sets its value to none) and in the Z axis field, type -10.
      3. Click Add Brain Box and add the Jump box.
      4. In the Jump Force fields, set the Y axis value to 10.
    8. To manage the character’s defeat, click Add Brain Box and add the Health Brain box.
    9. In the Affected Attribute list, select Enemy.
  3. To finalize the movement and defeat behavior, in the Asset panel, double-click the Player character.
    The character’s Node Map opens with the added Jump and Defeat boxes and their nodes connected to the Start node.

    1. On the Start node, click the Collide output and drag the connector to the Reset input of the Jump node.
    2. Click the Jump node.
    3. In the Options panel, in the Jump Limit field, type 1.
    4. To prevent gravity from affecting the horizontal movement and rotation of the character, click the Start node and do the following:
      1. In the Options panel, enter the following values in the Position Factor axis fields: 0, 1, 1.
      2. In the Rotation Factor axis fields, enter the following values: 0, 0, 0.
  4.  To return to the World workspace, on the Navigation bar, click 3D World.
6. Extend the path and scene length

A game World consists of sections called Scenes. Every scene in a world has a Start point and an End point that define the length and direction of a scene.

  1. In the Outliner panel, select the End point.
    Three colored axis arrows appear around the End point in the Scene Editor.
  2. In the Scene Editor, drag the blue arrow forward so that in the Options panel on the right, the Position Z axis field value is set to -5.
  3. Repeat the above steps for the Start point. Drag the blue arrow backward so that the Position Z axis field value is set to 5.
7. Adjust the camera
  1. To Zoom out in the scene view, scroll down so that you can see the Camera and select it.
    The colored axis arrow appear around the camera with its attributes displayed in the Options panel.
  2. On the Scene Editor toolbar, click the Camera button to turn on the camera view of the game.
  3. With the Camera selected, practice the camera view controls below to adjust the camera position and rotation. Watch how the values change in the Position and Rotation axis fields in the Options panel as you move the camera.
    • To pan the camera, hold the spacebar on your keyboard and drag the grid.
    • To rotate the camera, hold the spacebar, right-click, and drag the grid.
  4. To set the appropriate angle for the game, enter the following values for the camera directly in the Position and Rotation axis fields or use the above controls to set them:
    • Position X, Y, and Z values: 7, 3, 5.
    • Rotation X, Y, and Z values: -17, 43, 0.

    This is how your game camera view would look:

  5. In the Options panel, click the Position Follow drop-down list and select Character.
  6. To turn off the camera view in the Scene Editor, click the Camera button on the toolbar.
8. Add a new scene
  1. In the Scene Selector at the bottom, click Start, and press D on the keyboard.
    A duplicate Start scene is added to the World.
  2. In the Options panel, in the Name field type Scene 1.
    The scene name in the Scene Selector automatically updates as you continue.
  3. In the Outliner, select Player and press Delete on the keyboard.
9. Create your enemy obstacles
  1. In the Asset panel on the left, click Asset Library.
  2. Double-click the Cone shape.
    It appears under the Objects category in the Asset panel.
  3. Click Asset Library to close it.
  4. In the Asset panel, click the Cone object and in the Options panel on the far right, do the following:
    1. In the Name field, type Enemy. The name is automatically updated in the Asset panel.
    2. In the Collision Group list, select Enemy.
    3. Expand the 3D Model drop-down list.
    4. Click Color and in the displayed window, choose a red color, and click OK.
    5. Select the Physics checkbox.
    6. In the Type list, select Static.
  5. Make sure you are in Scene 1.
  6. From the Asset panel, drag the Enemy asset to the Scene Editor.
  7. In the Options panel, in the Position X, Y, and Z axis fields, enter 0, 0.5, 0 respectively.
  8. In the Scale axis fields, enter the following values: 0.5, 0.5, 0.5.
10. Add game coins
  1. In the Asset panel, click Asset Library.
  2. Click the Assets tab.
  3. Double-click the Coin smart asset.
    It appears under the Objects category in the Asset panel.
  4. Click Asset Library to close it.
  5. Make sure you are in Scene 1.
  6. From the Asset panel, drag the Coin asset to the Scene Editor.
  7. In the Position axis fields, enter the following values: 0, 2, 0.
    This places the coin above the Enemy cone.
11. Add more scenes
  1. In the Scene Selector, select Scene 1 and press D on the keyboard.
    A duplicate Scene 1 is added to the World.
  2. In the Options Panel, in the Name field, type Scene 2.
  3. In the Scene Editor, click the Enemy, hold the Shift key, and click the Coin.
    The two objects are selected as a group with the colored arrows between them.
  4. Drag the blue arrow backward until the value in the Position Z axis field is set to 2 in the Options panel. Alternatively, type the value.
  5. Repeat the above steps to duplicate Scene 2.
  6. Rename the new scene to Scene 3, select the Enemy and Coin, and set their Position Z axis field value to -2 in the Options panel.
  7. On the Buildbox menu bar, select Run > Preview  and preview the level.
12. Add the in-game score display
  1. On the Navigation bar, click Mind Map.
  2. From the Node panel, drag the UI Screen node to the grid and place it next to the 3D World.
  3. In the Options panel, in the Name field, type In-Game UI.
    The name of the node on the Map is automatically updated.
  4. On the 3D World node, click the UI output and drag a connector to the Load input of the In-Game UI.
  5. Double-click the In-Game UI node to open its UI workspace.
  6. In the Asset panel, from the Labels category, drag the Default Font label to the top-right corner of the grid.
  7. In the Options panel, do the following:
    1. In the Name field, type Score Display.
    2. In the Function list, select Score.
    3. In the Score Type list, select Points.
    4. In the Amount list, select Current.

13. Create the Game Over screen
  1. In the In-Game UI node workspace, from the Logic category in the Asset panel, drag the Event Observer asset to the UI Editor and place it in the top-left corner of the screen.
  2. In the Options panel, in the Name field, type Game Over.
  3. On the Navigation bar, click Mind Map.
  4. From the Node panel, drag the UI Screen node to the grid and place it next to the In-Game UI node.
  5. In the Options panel, in the Name field, type Game Over UI.
  6. On the In-Game UI node, click the Game Over output and drag a connector to the Load input of the Game Over UI node.
14. Add the game-over score displays
  1. On the Mind Map, double-click the Game Over UI node to open its UI workspace.
  2. In the Asset panel, from the Labels category, drag the Default Font label to the top of the grid and center it.
  3. In the Options panel, do the following:
    1. In the Name field, type Game Over Title.
    2. In the Scale axis fields, set both values to 1.5.
    3. In the Text field, type Game Over.
      The label text is updated.
  4. To add the best score title, do the following:
    1. Select the Game Over label on the grid and press S on the keyboard.
      A duplicate label appears underneath.
    2. In the Options panel, in the Name field, type Best Score Title.
    3. Change both Scale axis values to 1.
    4. In the Text field, type Best Score.
    5. Drag the Best Score label to the left side of the grid and make it vertically aligned in the middle of the screen.
  5. To add the current score title, do the following:
    1. Select the Best Score label and press D on the keyboard.
      A duplicate label appears on the right.
    2. In the Options panel, in the Name field, type Current Score Title.
    3. In the Text field, type Current Score.
    4. Hold the Shift key and drag the Current Score label to the right side of the screen.
  6. To add best and current score displays, do the following:
    1. Holding the Shift key, select the Best Score and the Current Score labels.
    2. Press S on the keyboard.
      A duplicate set appears underneath.
    3. Keeping both labels selected, go to the Options panel and in the Function list, select Score.
      In the UI Editor, the text labels are displayed as the score icons under their titles.
    4. In the Score Type list, select Points.
    5. In the UI Editor, select the duplicate Best Score icon and in the Options panel, in the Name field, type Best Score Amount.
    6. In the UI Editor, select the duplicate Current Score icon and in the Options panel, do the following:
      1. In the Name field, type Current Score Amount.
      2. In the Amount list, select Current.
  7. To make the game restart when players interact with the screen, do the following:
    1. In the Asset panel from the Buttons category, drag a Navigation button to the center and drag the corners to resize it so that it covers the entire screen.
    2. In the Options panel, in the Name field, type Restart.
    3. In the Function drop-down list, select Restart.

The Game Over UI screen should look similar to the one shown below.
<image>

15. Create the main menu UI screen
  1. On the Navigation bar, click Mind Map.
  2. Between the Start node and the 3D World node, click the connector and drag it away to disconnect the nodes.
  3. From the Node panel, drag the UI Screen node to the grid and place it between the Start and the 3D World nodes.
  4. In the Options panel, in the Name field, type Main Menu UI.
  5. On the Start node on the Mind Map, click the Load output and drag a connector to the Load input of the Main Menu UI node.
  6. Double-click the Main Menu UI node to open its UI workspace.
  7. In the Asset panel, from the Labels category, drag the Default Font label to the top of the grid and center it.
  8. In the Options panel, do the following:
    1. In the Name field, type Main Menu Title.
    2. Set both Scale axis values to 1.5.
    3. In the Text field, type the name of your game, for example, My First Buildbox Game.
  9. In the Outliner, click the Main Menu Title label and press S on the keyboard.
    A duplicate label appears underneath.
  10. In the Options panel, do the following:
    1. In the Name field, type Tap to Play Title.
    2. Change both Scale axis values to 1.
    3. In the Text field, type Tap to Play.
  11. In the Asset panel, from the Buttons category, drag the Navigation Button to the UI Editor and place it anywhere on the screen.
  12. Drag the corners of the Navigation Button to cover the entire UI screen.
  13. On the Navigation bar, click Mind Map.
  14. On the Main Menu UI node, click the Navigation Button input and drag a connector to the Load input of the 3D World node.
  15. On the Buildbox menu bar, select Run > Preview and play your game.

Congratulations! You’ve built your first game. Now that you’ve learned the key tasks required to get started on your own, the sky is your limit! We are looking forward to seeing your games hitting the top charts!

Label Options – Text – Buildbox 3 Manual

By |

Text Label Attributes

Drag a label to the Scene Editor or UI Editor from the Asset Panel or click one that is already there and use the following attributes to define the text you want to appear in the game.

Option Description
Name Change the name of the text area label so that you can identify it in the project. By default, it is the name of the font you’ve selected.

To change the actual font type, use the Font field.

Don’t leave this field blank, as you won’t be able to tell what object it is if you hide it in the Outliner.
Position Enter the appropriate numeric values for each axis to define the location of the text area. Alternatively, drag the arrow axis handles to the desired location in the Scene Editor. If needed, for details, see Tools.
Rotation Enter the appropriate numeric values for each axis to define the angle of the text area. Alternatively, click the Rotation Tool button and drag the circle axis handles to set the desired angle for the text area in the Scene Editor. If needed, for details, see Tools.
Scale Enter the appropriate numeric values for each axis to define the size of the text area. Alternatively, click the Scale Tool button and drag the cube axis handles to set the desired size for the text area in the Scene Editor. If needed, for details, see Tools.
Opacity Enter a value from 0 to 1 to specify the transparency of the text on the label, where 1 equals 100% opacity and 0 indicates full transparency.
Function Select a function for the label:

  • User Text—Displays the text you enter in the field below.
  • Score—Displays the game score. Skip the attributes below and define the rest of the options as described Score Attributes.
Text Type the text that you want to be displayed on the screen.
Font Select a font you’ve added using the Font Editor. To add a font, click the Tools > Font Editor on the Buildbox menu bar.
Tracking Enter the number of pixels to adjust the spacing between the characters in the text.
Stick to Edge Select this checkbox to keep the relative size and position of the text when scaling the screen for different sizes.
Autohide If you want the text to appear momentarily and then fade away, specify the number of seconds for the text to be displayed for before disappearing. To keep the text displayed on the screen, enter 0.

Atlas Editor – Buildbox 3 Manual

By |

Atlas Editor

Atlases in Buildbox store all images in your game. To access the Atlas Editor, select Tools > Atlases on the Buildbox menu bar.

This is an advanced Editor that allows you to edit atlases and individual sprite files.

Editing Atlas Attributes

To edit an atlas, select it in the panel on the left and update it as needed in the Options panel on the right.

The more Atlases are present in a game, the larger your exported game will be. In general, the smaller the game size, the better it is for memory usage and download size of the app.
Option Description
Name Enter a custom name for the atlas, if needed.
Width Enter the number of pixels as a base-2 number, such as 256,52, 1024, 2048, and so on, to specify the width of the atlas.
Height Enter the number of pixels as a base-2 number, such as 256,52, 1024, 2048, and so on, to specify the height of the atlas.
Padding Enter a non-zero number of pixels to specify the space between individual sprites.
Optimize Click to remove unused images.
Rebuild Click to reorganize the images in a way that uses the Atlas space most efficiently.

Editing Sprite File Attributes

To edit an individual sprite from an Atlas, expand the Atlas and select the sprite name in the left pane. Otherwise, click the image in the Editor. The sprite attributes appear in the Options panel.

To edit image properties, such as brightness, contrast, hue, and saturation, you need to open the sprite image in the Sprite Editor and update its attributes in the Options panel.

Option Description
Name Enter a custom name for the file, including the file extension.
Format Enter the file format. Currently only PNG is supported for images.
Offset The offset and position for the image on the screen.
NOTE: These values are for your information only and should not be edited here.
Position

Adding Images – Buildbox 3 Manual

By |

Add Images

To add an image to a UI screen:

  1. Drag the image file from your computer over the UI Editor and drop it over the Image section on the right of the Drop Wheel.
  2. Position the image on the screen as needed and define its attributes in the Options panel on the right.
    The image will also appear as an asset in Asset panel and the Outliner.
You can also add background images to scenes in 3D Worlds as explained in Changing Background in Scenes. Those images are treated like objects with only Entity Attributes

Making Objects Move Naturally – Buildbox 3 Manual

By |

Make Objects Move Naturally in the Game

To create the effect of a natural movement, you need to use the gravity and physics settings in the World and in the Start node of individual objects. The physics settings in the World node also allow you to control “game speed,” or how fast or slow objects move in the game.

You may have to do some trial-and-error testing of your game (selecting Run > Preview) to find the optimal values for each settings that would create the desired effect.

To modify the gravity and physics settings:

  1. On the Mind Map, select the World node where you want to make the changes.
  2. In the World Options panel on the right, in the Gravity fields, enter the appropriate values for the X, Y, and Z axis attributes to specify the direction as well as the amount of force that gravity will be applied.
  3. To increase the game speed, increase the Time Warp and Sub Steps attributes values.
  4. Preview your game and make the necessary adjustments.
  5. Double-click the World node on the Mind Map.
  6. Inside the World, on the Asset panel, double-click the asset whose movement you want to make more natural.
  7. On its Node Map, select the Start node.
  8. In the Options panel on the right, click the Physics dropdown and select Dynamic.
  9. Preview and test your game.

See also Make Characters Jump or Objects Move and Set Time Warp Node.