User Tools

Site Tools


create_custom_game_tutorial

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
create_custom_game_tutorial [2017/10/26 09:51] justincreate_custom_game_tutorial [2017/10/26 11:58] justin
Line 2: Line 2:
 ---- ----
  
-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 main page. 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: example_desert_game.zip
  
 =====Setting Up the Game Project===== =====Setting Up the Game Project=====
-When RPG in a Box is first launched, the Game Manager dialog is displayed. The Game Manager allows you to either open an existing game project or create a new one. In this guide we are creating a new game project, so click on the Create a New Game button at the top.+When RPG in a Box is first launched, the [[Game Manager]] dialog is displayed. The [[Game Manager]] allows you to either open an existing game project or create a new one. In this guide we are creating a new game project, so click on the "Create a New Gamebutton at the top.
  
 {{:wiki:create_new_game.png?nolink|}} {{:wiki:create_new_game.png?nolink|}}
  
-Once you indicate that you want to create a new game, the Create a New Game dialog will display. This dialog is where you will specify some initial settings for your project. Click the Browse button and navigate to a location where you'd like to store your project's files. It is recommended to create a new folder for your project. Here you will also specify a name for your game and whether you want to import the example content. Ensure that the Import example content checkbox is not checked since you'll be creating your own content for this project. Click OK to proceed once everything is set.+Once you indicate that you want to create a new game, the "Create a New Gamedialog will display. This dialog is where you will specify some initial settings for your project. Click the "Browsebutton and navigate to a location where you'd like to store your project's files. It is recommended to create a new empty folder for your project. Here you will also specify a name for your game and whether you want to import the example content. Ensure that the "Import example content checkboxis not checked since you'll be creating your own content for this project. Click OK to proceed once everything is set.
  
 {{:wiki:create_new_custom_game_settings.png?nolink|}} {{:wiki:create_new_custom_game_settings.png?nolink|}}
  
 =====Creating Content===== =====Creating Content=====
-This section will guide you through the creation of some resources for your game. We will create a few tiles and objects, a small map, and a character to represent the player. For this guide, let's use a desert theme for the content.+This section will guide you through the creation of some resources for your game. We will create a few [[tile|tiles]] and [[object|objects]], a small [[map]], and a [[character]] to represent the player. For this guide, let's use a desert theme for the content.
  
 ====Tiles and Objects==== ====Tiles and Objects====
-After you have finished creating your game project, click the New Resource button located on the Game Explorer toolbar.+After you have finished creating your game project, click the "New Resourcebutton ({{:wiki:new_resource.png?nolink|}}) located on the [[Game Explorer]] toolbar.
  
 {{:wiki:new_resource_button.png?nolink|}} {{:wiki:new_resource_button.png?nolink|}}
  
-For our first tile, let's create some sand. Ensure that "Tile" is the selected type, then enter "sand" for the name and click OK.+For our first [[tile]], let's create some sand. Ensure that "Tile" is the selected type, then enter "sand" for the name and click OK.
  
 {{:wiki:new_tile.png?nolink|}} {{:wiki:new_tile.png?nolink|}}
  
-The Voxel Editor will open and you can begin editing your tile. The default tile size is 16x16x24, but for the sake of simplicity let's make it smaller. Click and drag the Grid Width slider down to 8. You will notice that the Grid Width and Grid Depth sliders are locked together. This is the case for tiles since they must always be square. Also adjust the Grid Height slider to 8. Now using various shades of light brown, place some voxels to create a 16x16x1 tile. For a flat tile, the top view will probably work best. For more details on the usage of the Voxel Editor, check out the Voxel Editor page.+The [[Voxel Editor]] will open and you can begin editing your [[til]]e. The default [[tile]] size is 16x16x24, but for the sake of simplicity let's make it smaller. Click and drag the "Grid Widthslider down to 8. You will notice that the "Grid Widthand "Grid Depthsliders are locked together. This is the case for [[tile|tiles]] since they must always be square. Also adjust the "Grid Heightslider to 8. Now using various shades of light brown, place some [[voxel|voxels]] to create a 16x16x1 [[tile]]. For a flat [[tile]], the top view will probably work best. For more details on the usage of the [[Voxel Editor]], check out the [[Voxel Editor]] page.
  
 {{:wiki:sand_tile.png?nolink|}} {{:wiki:sand_tile.png?nolink|}}
  
-Once you are happy with the look of the sand tile, click the Save button on the Voxel Editor toolbar. Your new tile will now appear in the Resource Panel at the right side of the application as shown below.+Once you are happy with the look of the sand [[tile]], click the "Savebutton ({{:wiki:disk.png?nolink|}}) on the [[Voxel Editor]] toolbar. Your new [[tile]] will now appear in the resource panel at the right side of the application as shown below.
  
 {{:wiki:sand_tile_in_resource_panel.png?nolink|}} {{:wiki:sand_tile_in_resource_panel.png?nolink|}}
  
-Now let's create another tile with a roughly paved road down the center. If you are creating a model similar to an existing one, the easiest way to do this is by clicking the Save As button on the Voxel Editor toolbar. This will make a copy of the current model with a new name. When the Save As Resource dialog appears, enter "sand_road" for the name and click OK.+Now let's create another [[tile]] with a roughly paved road down the center. If you are creating a model similar to an existing one, the easiest way to do this is by clicking the "SaveAs button ({{:wiki:disk_multiple.png?nolink|}}) on the [[Voxel Editor]] toolbar. This will make a copy of the current model with a new name. When the "Save As Resourcedialog appears, enter "sand_road" for the name and click OK.
  
 {{:wiki:sand_tile_save_as_01.png?nolink|}} {{:wiki:sand_tile_save_as_01.png?nolink|}}
Line 42: Line 41:
 {{:wiki:sand_tile_save_as_02.png?nolink|}} {{:wiki:sand_tile_save_as_02.png?nolink|}}
  
-On your newly created tile, draw a road down the center using some darker grey/brown colors and save it. I also made another copy of my original sand tile using the Save As button again and named it "sand_rock". As shown below, I simply made one of the voxels grey to give the appearance of a rock. This will add some variety to the terrain.+On your newly created [[tile]], draw a road down the center using some darker grey/brown colors and save it. I also made another copy of my original sand [[tile]] using the "Save Asbutton again and named it "sand_rock". As shown below, I simply made one of the [[voxel|voxels]] grey to give the appearance of a rock. This will add some variety to the terrain.
  
 {{:wiki:sand_road_tile.png?nolink|}} {{:wiki:sand_rock_tile.png?nolink|}} {{:wiki:sand_road_tile.png?nolink|}} {{:wiki:sand_rock_tile.png?nolink|}}
  
-Now that we've created a few tiles for our desert, let's create some objects. Click the New Resource button on the Game Explorer toolbar, but this time choose "Object" as the type. Enter "cactus" as the name and click OK.+Now that we've created a few [[tile|tiles]] for our desert, let's create some [[object|objects]]. Click the "New Resourcebutton ({{:wiki:new_resource.png?nolink|}}) on the [[Game Explorer]] toolbar, but this time choose "Object" as the type. Enter "cactus" as the name and click OK.
  
 {{:wiki:new_object_cactus.png?nolink|}} {{:wiki:new_object_cactus.png?nolink|}}
  
-Adjust the size of the grid to be 8x8x10 using the Grid Width, Grid Depth, and Grid Height sliders. You will notice, unlike tiles, that the width and depth can be adjusted separately for objects. Change the voxel color to a green of your choice and build a cactus in the editor similar to the one shown below. This will make our desert a bit more interesting.+Adjust the size of the grid to be 8x8x10 using the "Grid Width""Grid Depth", and "Grid Heightsliders. You will notice, unlike [[tile|tiles]], that the width and depth can be adjusted separately for [[object|objects]]. Change the [[voxel]] color to a green of your choice and build a cactus in the editor similar to the one shown below. This will make our desert a bit more interesting.
  
 {{:wiki:cactus_object_01.png?nolink|}} {{:wiki:cactus_object_01.png?nolink|}}
  
-You may have noticed before that there is a Walkable property listed in the Properties panel when the Voxel Editor is active. This defaults to "On", which is okay for the tiles we previously created, but in this case we don't want the player to be able to walk through the cactus. Uncheck the Walkable checkbox for your cactus and save it.+You may have noticed before that there is a "Passable" property listed in the [[Model Properties]] panel when the [[Voxel Editor]] is active. For [[tile|tiles]], this property is named "Walkable" and defaults to "On". The "Passable" property should default to "Off" for [[object|objects]], but ensure that the checkbox is not checked since we don't want the player to be able to walk through the cactus. Save your cactus [[object]] before continuing.
  
 {{:wiki:passable_property_off.png?nolink|}} {{:wiki:passable_property_off.png?nolink|}}
Line 93: Line 92:
  
 {{:wiki:quad_bike_side.png?nolink|}} {{:wiki:quad_bike_side.png?nolink|}}
 +
 {{:wiki:quad_bike_front.png?nolink|}} {{:wiki:quad_bike_back.png?nolink|}} {{:wiki:quad_bike_front.png?nolink|}} {{:wiki:quad_bike_back.png?nolink|}}
  
Line 100: Line 100:
  
 {{:wiki:quad_bike_anim_01.png?nolink|}} {{:wiki:quad_bike_anim_02.png?nolink|}} {{:wiki:quad_bike_anim_01.png?nolink|}} {{:wiki:quad_bike_anim_02.png?nolink|}}
 +
 {{:wiki:quad_bike_anim_03.png?nolink|}} {{:wiki:quad_bike_anim_04.png?nolink|}} {{:wiki:quad_bike_anim_03.png?nolink|}} {{:wiki:quad_bike_anim_04.png?nolink|}}
  
Line 145: Line 146:
 Now that we've configured the game settings, let's export the game to try it out. On the main toolbar at the top of the application, click on the Export Game button. Once the Export Game dialog opens, click the Browse button and create a new folder to use as the destination. Once the export destination path is set, select the appropriate target platform from the dropdown. In this case, you would want to select the platform you are currently running on. If you have previously exported your game to this location for same platform, you can check the Export data only checkbox to have the application only copy your resource package and skip the executable file. Once ready, click the OK button to proceed with the export. Now that we've configured the game settings, let's export the game to try it out. On the main toolbar at the top of the application, click on the Export Game button. Once the Export Game dialog opens, click the Browse button and create a new folder to use as the destination. Once the export destination path is set, select the appropriate target platform from the dropdown. In this case, you would want to select the platform you are currently running on. If you have previously exported your game to this location for same platform, you can check the Export data only checkbox to have the application only copy your resource package and skip the executable file. Once ready, click the OK button to proceed with the export.
  
-{{:wiki:export_example_game.gif?nolink|}}+{{:wiki:export_example_game.png?nolink|}}
  
 Now that your game has been exported, use your system's file explorer to navigate to the destination folder that you selected in the Export Game dialog and double-click the "game_launcher" executable file to launch the game. Now that your game has been exported, use your system's file explorer to navigate to the destination folder that you selected in the Export Game dialog and double-click the "game_launcher" executable file to launch the game.
create_custom_game_tutorial.txt · Last modified: 2017/10/26 14:14 by justin