11/17/2023 0 Comments Buildbox animationbox![]() ![]() ![]() Now we’ll get into the idle animation sequence by animating the start button by giving it a little shake. Be creative with your menus and have fun. You can also add a “Close” animations for the menus. Now, using these lessons you have to animate the Game Over Menu and its buttons. ![]() And let’s take off the record button and play the Animation editor by pressing the play button next to the record button. Then we can bring our orange timeline marker to frame 0 and move our character more against the wall and set the opacity to 0. Then at frame 20, let’s set the opacity to 1. This will force Buildbox to record a position point. Select the character, and at frame 20, let’s click in the position boxes in the far right of the screen and just hit enter. Now, we have our title and start button coming to rest at frame 20 and I want our character to be exactly where it is now at frame 20, but I want it to fade in with some movement. Let’s hide everything but the walls and the character, and lock the walls and let’s zoom in where it’s nice and easy to see. Let’s animate our character to fade in off the wall as it comes to its resting point. Just take the editor off record and bring our orange frame marker back to zero and play it. We can also play with what we have inside the editor so we don’t have to preview our game every time. Now let’s drag our orange timeline marker to frame 20 and drag our start button to where we want it, and when we let go of the mouse button, we see another position point recorded for our start button. Let’s rewind our orange timeline marker back to frame 0, and shift drag our start button off-screen. If done right, the title starts off the screen and enters as we intend it to. Take a look at what happens now when this menu opens. When we do this, we see another green position point added to our timeline at the bottom. Now let’s move our orange frame bar to the next point in time that we want to record a position point say 20 frames in, and let’s drag our title to the position we want it at and let go of the mouse button. If we want to rotate the title, Buildbox will remember the rotation at that frame, and as we feed Buildbox more Position keys along the timeline, Buildbox will extrapolate everything in between for us. Let’s expand the Animation editor at the bottom. These green bars signify a position point for Buildbox to use, and we can add quite a few things we want Buildbox to record. Which we are at frame 0, and we see a green bar added to the Animation editor. Let’s push the record button so we are in record mode, and now let’s move our title off-screen towards the top.Īs long as the record button is enabled like it is, once we get our title into position and let go of the mouse button, Buildbox will record the position data at that frame. Let’s select the title and at the bottom where the Animation editor is, let’s select “Open”, as this is the animation we want to happen any time we open this menu. Let’s say whenever we open this menu like when the game starts, we want the title to come down from the top and the start button to come up from the bottom. At the bottom of the window is where we will find the options to animate menu elements. ![]() And now let’s double-click on our main menu user interface. Let’s click on a mind map button in the upper left, and Buildbox will take us up into the mind map. Let’s start off with animating the main menu. The secret to making a good game great is in the details, like sound and effects. So, included in this lesson is also some bonus material that focuses on how to add defeated sounds and animations properly to your game over menu. When you’re a game developer, it’s important to get your music and sound effects in your game just right. You’ll learn new ways to integrate sound and music throughout your game. In this lesson we’ll cover how to not only animate the menu sections like the game title or start button but how to load music into your game and trigger specific sound and animation effects. Sound effects at crucial moments or during specific actions can inform players and give them direction on the next move to make. It can help users connect emotionally with the game as well. Good background music sets the atmosphere and tone. Music and sound are principal elements in gaming. No game is complete without music or sound effects. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |