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by Ty Audronis
Buildbox 2.x Game Development
Buildbox 2.x Game Development
Buildbox 2.x Game Development
Credits
Disclaimer
Foreword
About the Author
About the Reviewer
www.PacktPub.com
Why subscribe?
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the color images of this book
Errata
Piracy
Questions
1. So, You Want to Develop a Video Game?
What Buildbox can (and can't) do
Limitations of games based on platforms
The platforms for Buildbox games
Defining some terminology
The equipment and software you'll need
Complete specifications of the development environment
PC (primary development machine)
Mac (for xCode compiling only)
Distribution channel memberships
Tour of the Buildbox interface
The welcome screen
The Creator screen
Basic settings
Gameplay settings
World settings
Menu settings
The world editor
The scene editor
The game field (the stage)
Object parameters
The library
Additional buttons
The Game Mind Map
The Atlas screen
The Game Preview screen
Summary
2. Orientation
Using the Game Mind Map
Making a game over screen
Changing your game fonts
Setting up a navigation button
Altering the template game
Working with graphic assets
Working with scenes
Working with worlds
Summary
3. Your First Game – Ramblin' Rover, Part 1
Keeping things organized
Naming conventions
Directory structure
Creating the game structure
The initial Game Mind Map
Placeholder objects and initial stage setup
Connections and parenting (the basics)
Stage borders (the game frame)
Preparing graphic assets for use in Buildbox
What exactly is a PNG file?
What bit-ratings mean
So, the rule is...
Image sequences
Recommended software for graphics assets
Setting up our rover
Creating our backgrounds
A summary of backgrounds and parallax
Collisions and obstacles
Placing the ground
Collisions and collision actions
Creating more instances
Working with scenes
Setting up testing controls
Testing and adjusting physics
Making the game easier to test
Adjusting the physics
Adding a new scene
Summary
4. Advanced World Design – Ramblin' Rover, Part 2
Making the rover jump
Physics obstacles
Making a loop
Making a secret level
Logic and effect assets
A whole new world
Dynamic obstacles - part 1
Rewards and pickups
Different worlds = different physics?
Gliese 581D
Start
Bumps
Lava jump
Moosquatch 001
Teeter secret portal
Bump jump
Conveyer chop
Shaman Moosquatch
Gliese secret level
Kepler 186F
Start
Basic jump
Floating alien
Walking alien
Massive Mech
Tunnel_001
Tunnel002
Kepler secret level
Summary
5. Menus, UIs, Sound, and More! – Ramblin' Rover, Part 3
We got a fever, and the only cure is more rovers!
What in the heck did we just do?
Damage and health
Creating a starting flag
Organizing your scenes
Menus and UIs
Game Field UIs
Setting up controls
Dynamic text (score indicators)
Game Over UIs
How to animate a menu
Computer animation 101
Animating the open
The Start UI (splash screen)
Main Menu and Worlds UIs
Character selection (Rover selection) UI
Finishing up our Menu UIs
The Info UI
Pause UI
How to play UI
Music and sound effects
Adding a musical soundtrack to your game
Adding sound effects
Summary
6. Monetization – Ramblin' Rover, Part 4
Separating a customer from their money
Free game, or paid game?
To have ads, or not to have ads?
Coin store
Implementing advertising
Signing up with a provider
Linking Buildbox to a provider
What are banners and interstitials?
Assigning ads to UIs
Building a coin shop (part 1)
Adding video rewards
Summary
7. Exporting and Compiling for Various Platforms – Ramblin' Rover, Finale
Optimizing game assets
Signing up for distribution
Google Play (Android part 1)
Amazon App Store (Android part 2)
Apple (iOS and Mac – iTunes)
Windows store and Steam
Finalizing project settings and exporting
Exporting and compiling for Apple iOS
Finalizing your dev settings on your Mac and iTunes Connect
The actual build and upload to iTunes
Final setup in iTunes Connect
In-App Purchases I
1.0 prepare for submission
Build
General app information
In-App Purchases II - and creating a revised version of the app
Game center
App review information
Version release
Exporting and compiling for Google Play
Compiling in Eclipse
Finalizing Google Play
Uploading the APK
The Store Listing
Content rating
In-App products
Game Details
Achievements
Exporting and compiling for Amazon App Store
Exporting and compiling for the Windows store
Compiling with Visual Studio
Exporting and compiling for Steam
Adjusting your game for Steam
Compiling for Steam using Visual Studio
Final Steam notes
Summary
8. Building Other Popular Game Types
Isometric (2.5D) games with Buildbox
Abstract games (such as Color Switch)
Flappy Bird – style games
Running shooter and platformer games
Space shooters
360 shooter games
Maze chompers (such as Pac Man)
Roaming enemies
Summary
9. Buildbox Tips and Tricks
Graphics optimization checklist
Tips for reducing graphics load
Music and sound optimization
Game template quick reference
Platform restrictions
Troubleshooting games
OMG... are we really done?!!
Search in book...
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