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Buildbox 2.x Game Development

You're reading from  Buildbox 2.x Game Development

Product type Book
Published in Sep 2016
Publisher Packt
ISBN-13 9781786460301
Pages 310 pages
Edition 1st Edition
Languages
Author (1):
Ty Audronis Ty Audronis
Profile icon Ty Audronis

Table of Contents (17) Chapters

Buildbox 2.x Game Development
Credits
Disclaimer
Foreword
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. So, You Want to Develop a Video Game? 2. Orientation 3. Your First Game – Ramblin' Rover, Part 1 4. Advanced World Design – Ramblin' Rover, Part 2 5. Menus, UIs, Sound, and More! – Ramblin' Rover, Part 3 6. Monetization – Ramblin' Rover, Part 4 7. Exporting and Compiling for Various Platforms – Ramblin' Rover, Finale 8. Building Other Popular Game Types 9. Buildbox Tips and Tricks

Placeholder objects and initial stage setup


Let's dive back into our stage and start replacing our placeholder objects. Start by double-clicking on the World 1 node. So now we're back to seeing our stage for World 1. If you hover your mouse over the character (the little yellow truck with a ball on it), you can use your mouse wheel to zoom in. Click on the Activate Connection Mode button at the top-right of the stage, and zoom in so that Buildbox looks like the following screenshot:

Connections and parenting (the basics)

Connections can be used for multiple purposes. The image above shows that the wheels are connected to the car. Unlike our other basic platformer game, a motocross game uses the wheels to propel the character across the ground (rather than the character directly moving).

When you've activated your connection mode, each object appears to have an orange circle in the center of it. This is the connection point. Connections are always drawn by dragging from one orange circle to...

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