Buildbox 2.x Game Development

Build rich, high production value mobile games and distribute them across different platforms with Buildbox
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Buildbox 2.x Game Development

Ty Audronis

3 customer reviews
Build rich, high production value mobile games and distribute them across different platforms with Buildbox
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Book Details

ISBN 139781786460301
Paperback310 pages

Book Description

Buildbox is an “any skill level” development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface.

Using an example as a tutorial, we will relate the driving principles and you’ll see how you can implement these principles to develop any games on the platform. We begin by setting expectations and providing a brief overview of the software. But it’s not long before you “dive in” to creating your first video game. You will actually have a playable level (“world”) by the end of the second chapter.

Later on, you’ll learn everything from basic graphics creation to advanced world design while you refine your first game, called “Ramblin’ Rover.” All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards.

Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create.

Table of Contents

Chapter 1: So, You Want to Develop a Video Game?
What Buildbox can (and can't) do
Limitations of games based on platforms
Defining some terminology
The equipment and software you'll need
Tour of the Buildbox interface
Summary
Chapter 2: Orientation
Using the Game Mind Map
Altering the template game
Summary
Chapter 3: Your First Game – Ramblin' Rover, Part 1
Keeping things organized
Creating the game structure
The initial Game Mind Map
Placeholder objects and initial stage setup
Preparing graphic assets for use in Buildbox
Setting up our rover
Creating our backgrounds
Collisions and obstacles
Working with scenes
Setting up testing controls
Testing and adjusting physics
Adding a new scene
Summary
Chapter 4: Advanced World Design – Ramblin' Rover, Part 2
Making the rover jump
Physics obstacles
Making a loop
Making a secret level
Rewards and pickups
Different worlds = different physics?
Summary
Chapter 5: Menus, UIs, Sound, and More! – Ramblin' Rover, Part 3
We got a fever, and the only cure is more rovers!
Damage and health
Creating a starting flag
Organizing your scenes
Menus and UIs
Music and sound effects
Summary
Chapter 6: Monetization – Ramblin' Rover, Part 4
Separating a customer from their money
Implementing advertising
Building a coin shop (part 1)
Summary
Chapter 7: Exporting and Compiling for Various Platforms – Ramblin' Rover, Finale
Optimizing game assets
Signing up for distribution
Finalizing project settings and exporting
Summary
Chapter 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)
Summary
Chapter 9: Buildbox Tips and Tricks
Graphics optimization checklist
Music and sound optimization
Game template quick reference
Platform restrictions
Troubleshooting games
OMG... are we really done?!!

What You Will Learn

  • Create the illusion of a 3D background in your game using parallax
  • Add advanced controls and obstacles to our first world
  • Develop assets (graphic and audio) for the Buildbox engine
  • Design games based on the capabilities and limitations of Buildbox and their target platforms
  • Compile and distribute video games on various channels such as Steam, iOS store, Android stores, and the Mac App Store
  • Optimize your games to get the absolute best quality within platform restrictions
  • Conquer common issues experienced with Buildbox development

Authors

Table of Contents

Chapter 1: So, You Want to Develop a Video Game?
What Buildbox can (and can't) do
Limitations of games based on platforms
Defining some terminology
The equipment and software you'll need
Tour of the Buildbox interface
Summary
Chapter 2: Orientation
Using the Game Mind Map
Altering the template game
Summary
Chapter 3: Your First Game – Ramblin' Rover, Part 1
Keeping things organized
Creating the game structure
The initial Game Mind Map
Placeholder objects and initial stage setup
Preparing graphic assets for use in Buildbox
Setting up our rover
Creating our backgrounds
Collisions and obstacles
Working with scenes
Setting up testing controls
Testing and adjusting physics
Adding a new scene
Summary
Chapter 4: Advanced World Design – Ramblin' Rover, Part 2
Making the rover jump
Physics obstacles
Making a loop
Making a secret level
Rewards and pickups
Different worlds = different physics?
Summary
Chapter 5: Menus, UIs, Sound, and More! – Ramblin' Rover, Part 3
We got a fever, and the only cure is more rovers!
Damage and health
Creating a starting flag
Organizing your scenes
Menus and UIs
Music and sound effects
Summary
Chapter 6: Monetization – Ramblin' Rover, Part 4
Separating a customer from their money
Implementing advertising
Building a coin shop (part 1)
Summary
Chapter 7: Exporting and Compiling for Various Platforms – Ramblin' Rover, Finale
Optimizing game assets
Signing up for distribution
Finalizing project settings and exporting
Summary
Chapter 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)
Summary
Chapter 9: Buildbox Tips and Tricks
Graphics optimization checklist
Music and sound optimization
Game template quick reference
Platform restrictions
Troubleshooting games
OMG... are we really done?!!

Book Details

ISBN 139781786460301
Paperback310 pages
Read More
From 3 reviews

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