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create_custom_game_tutorial [2017/10/26 12:18] justincreate_custom_game_tutorial [2017/10/26 14:14] (current) justin
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-======Creating a Custom Game from Scratch======+======Creating Your Own Game from Scratch======
 ---- ----
  
 The purpose of this guide is to walk you through the process of creating a simple game from scratch using your own custom-made resources. While some detail will be provided for each step, it is recommended that you have a basic understanding of the editors. If you are unsure of the controls or how to complete a certain action, refer to the individual editor guides that are available from the sidebar. As new features are added to the software, I intend to update this guide accordingly to cover those new features. If there is any particular functionality that you think would be useful to include, please let me know! The purpose of this guide is to walk you through the process of creating a simple game from scratch using your own custom-made resources. While some detail will be provided for each step, it is recommended that you have a basic understanding of the editors. If you are unsure of the controls or how to complete a certain action, refer to the individual editor guides that are available from the sidebar. As new features are added to the software, I intend to update this guide accordingly to cover those new features. If there is any particular functionality that you think would be useful to include, please let me know!
  
-If at any point you get stuck or would just like to grab the resources created for this guide, the game project can be downloaded in its entirety here: example_desert_game.zip+If at any point you get stuck or would just like to grab the resources created for this guide, the game project can be downloaded in its entirety here: [[http://www.rpginabox.com/wp-content/uploads/example_desert_game.zip|example_desert_game.zip]]
  
 =====Setting Up the Game Project===== =====Setting Up the Game Project=====
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 {{:wiki:select_sand_tile.png?nolink|}} {{:wiki:select_sand_tile.png?nolink|}}
  
-Place some sand [[tile|tiles]] to form a small square as the initial base for the [[map]]. You can toggle the "Randomize Rotation" button on the [[Map Editor]] toolbar when placing [[tile|tiles]] or [[object|objects]] to add variety to the placement, or right-click to rotate the pending resource to a specific angle before placing. Then, place some of the road [[tile|tiles]] down the width of the map and scatter several of the "sand with rock" [[tile|tiles]] around as desired. For more details on the usage of the [[Map Editor]], check out the [[Map Editor]] page.+Place some sand [[tile|tiles]] to form a small square as the initial base for the [[map]]. You can toggle the "Randomize Rotation" button ({{:wiki:arrow_switch.png?nolink|}}) on the [[Map Editor]] toolbar when placing [[tile|tiles]] or [[object|objects]] to add variety to the placement, or right-click to rotate the pending resource to a specific angle before placing. Then, place some of the road [[tile|tiles]] down the width of the map and scatter several of the "sand with rock" [[tile|tiles]] around as desired. For more details on the usage of the [[Map Editor]], check out the [[Map Editor]] page.
  
 {{:wiki:desert_map_place_tiles.png?nolink|}} {{:wiki:desert_map_place_tiles.png?nolink|}}
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 {{:wiki:cactus_not_passable.png?nolink|}} {{:wiki:cactus_not_passable.png?nolink|}}
  
-Add a bunch of cactuses and a few rocks around the sandy parts of the [[map]], then use the "Save" button ({{:wiki:disk.png?nolink|}}) on the [[Map Editor]] toolbar to save the [[map]]. To achieve the appearance of the desert below, I also went into the [[Map Properties]] panel and made a few [[lighting]] adjustments. I chose a dark grey for the [[ambient light]] color and a bright yellow for the [[directional light]] color. Shadows were also enabled under the [[directional light]] section. Don't be afraid to experiment! The lighting can make a lot of difference in the visual style of your [[map]].+Add a bunch of cactuses and a few rocks around the sandy parts of the [[map]], then use the "Save" button ({{:wiki:disk.png?nolink|}}) on the [[Map Editor]] toolbar to save the [[map]]. To achieve the appearance of the desert below, I also went into the [[Map Properties]] panel and made a few lighting adjustments. I chose a dark grey for the [[ambient light]] color and a bright yellow for the [[directional light]] color. Shadows were also enabled under the [[directional light]] section. Don't be afraid to experiment! The lighting can make a lot of difference in the visual style of your [[map]].
  
 {{:wiki:desert_map.png?nolink|}} {{:wiki:desert_map.png?nolink|}}
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 {{:wiki:quad_bike_front.png?nolink|}} {{:wiki:quad_bike_back.png?nolink|}} {{:wiki:quad_bike_front.png?nolink|}} {{:wiki:quad_bike_back.png?nolink|}}
  
-In order to give the appearance of motion when the player is driving around, let's create a simple [[animation]] for the model. Click the "Duplicate Current Frame" button ({{:wiki:duplicate_frame.png?nolink|}}) on the [[animation]] toolbar (located below the 3D view of the [[Voxel Editor]]) four times to create four new frames identical to the original frame. As shown in the four images below, I changed one of the [[voxel|voxels]] in each tire to a lighter color in frames 2 through 5 so the tires will appear to spin. I also made the red brake light at the back of the bike a brighter red in frame 1 so the brake light will appear to come on when the player is stopped.+In order to give the appearance of motion when the player is driving around, let's create a simple [[animation]] for the model. Click the "Duplicate Current Frame" button ({{:wiki:film_duplicate.png?nolink|}}) on the [[animation]] toolbar (located below the 3D view of the [[Voxel Editor]]) four times to create four new frames identical to the original frame. As shown in the four images below, I changed one of the [[voxel|voxels]] in each tire to a lighter color in frames 2 through 5 so the tires will appear to spin. I also made the red brake light at the back of the bike a brighter red in frame 1 so the brake light will appear to come on when the player is stopped.
  
 {{:wiki:duplicate_frame.png?nolink|}} {{:wiki:duplicate_frame.png?nolink|}}
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 {{:wiki:add_animation_button.png?nolink|}} {{:wiki:add_animation_button.png?nolink|}}
  
-In the "Add Animation" dialog that is displayed, enter the values as shown below and click OK. It is important that the [[animation]] is named "walk" exactly (in all lowercase). When playing, the game will look for an [[animation]] with this name and trigger it whenever the [[character]] is moving.+In the "Add Animation" dialog that is displayed, enter the values as shown below and click OK. It is important that the [[animation]] is named "walk" exactly (in all lowercase). When playing, the game will look for an [[animation]] with this name and trigger it whenever the [[character]] is moving. The project files linked at the top of this tutorial also includes an "idle" [[animation]] for the bike and a slightly improved "walk" animation. The "idle" [[animation]] is another type of [[predefined_animation_names|predefined animation]] which automatically plays whenever the [[character]] is not moving.
  
 {{:wiki:add_walk_anim.png?nolink|}} {{:wiki:add_walk_anim.png?nolink|}}
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 {{:wiki:new_script.png?nolink|}} {{:wiki:new_script.png?nolink|}}
  
-The [[Script Editor]] will open your new [[script]], which initially will only contain a "Start" node. In this guide, we will simply add a [[Load Map]] node to the [[script]]. This function will, as its name implies, load a [[map]]. This is all we will need to get the game started. To do this, double-click on [[Load Map]] in the list to add a node for that function into your [[script]]. It will then appear in the visual script graph. Ensure that the "desert" [[map]] is selected in the "Map Name" dropdown. With this function, you can also specify the starting [[tile coordinate]] that the player will start on as well as the direction the player will be initially facing. You can leave these values as is (unless you happened to have placed a cactus on [[coordinate]] (0,0,0), in which case you'll want to specify a different [[tile]] [[coordinate]]).+The [[Script Editor]] will open your new [[script]], which initially will only contain a "Start" node. In this guide, we will simply add a [[Load Map]] node to the [[script]]. This function will, as its name implies, load a [[map]]. This is all we will need to get the game started. To do this, double-click on [[Load Map]] in the list to add a node for that function into your [[script]]. It will then appear in the visual script graph. Ensure that the "desert" [[map]] is selected in the "Map Name" dropdown. With this function, you can also specify the starting [[tile]] [[coordinate]] that the player will start on as well as the direction the player will be initially facing. You can leave these values as is (unless you happened to have placed a cactus on [[coordinate]] (0,0,0), in which case you'll want to specify a different [[tile]] [[coordinate]]).
  
 {{:wiki:startup_script_load_map_01.png?nolink|}} {{:wiki:startup_script_load_map_01.png?nolink|}}
create_custom_game_tutorial.1509045502.txt.gz · Last modified: 2017/10/26 12:18 by justin