Gamefroot Update Announcement!
This update brings numerous improvements to Scripts and Gamefroot User Interface. Bug fixes and the new transparent editor are just the peak of the iceberg.
After months of hard work we’ve finally got an update out the door. Let’s take a look at the new Gamefroot.
This latest Gamefroot update boasts integration of sound effects and music, as well as an updated Script Editor interface for more intuitive visual coding.
As we’re winding down the old version of Gamefroot, we’ve been getting the new version of Gamefroot ready for a mass migration of users and games. This new version introduces:
- Sounds effects and music: Upload sound effects and music by clicking ASSETS > Add New Asset > Sound/Audio. Then activate those sounds with scripts.
- Improved script editor: Script blocks are now organised by more intuitive categories, and colour coded to match the category.
- We’ve also been updating the Help section of the website to explain how all the new bits of Gamefroot work.
Go make some games! Show us what kinds of awesome games you can make. We’d love to hear from you.
There’s a fantastic new feature in our editor, it’s an asset of the audible nature: it’s sound and music! We’ve had the code blocks for some time, but no way to add your own sounds, but now that’s all possible. Let me talk you through it.
The first thing you need is a script to trigger the sound to play. Click on “Add new” in the scripts panel.
Next you’ll need to write your script; use the code blocks to create the image below. This script simply plays some music when the object the script is attached to is created.
Save your script, giving it a name and making sure that “The Music” variable has “Public” checked.
Now we’ve got our script, we need some music to play. Open the “Asset Manager” by clicking on “Assets” in the top right of the screen (next to preview). Create a new pack or select one you own and click the “Create New Asset” button. Select “sound/audio” and upload the music you want to use. Here’s a track to get you started;
Once your tracks are uploaded, the only thing left to do is add them to your level! Add a new game object and attach the “Play Music” script to it. Now right click the object and select “Edit Instance Properties.”
Then select the music you want to play from the drop-down;
And that’s it! You’re all set. Hit preview and enjoy the sweet serenade of you’re in-game music. Why not give some sounds a go now? It works the exact same way, the only difference is that multiple “Play Sound” blocks can be played over top of other sounds and the sounds you play wont loop like they do with music. Good luck Gamefrooters!
My name is Natasha and I’m a 19 year old student. On the 28th of October 2015 I went into the Gamefroot HQ to create a game called Kiwi Quest, with the aim to finish it in 48 hours. For the task I was paired with Ben who would help me script the game.
I already had a few sprites, and a rough description of the game, from a previous Gamefroot session. Ben and I’s first task together was to refine the game into a clear plan, which took us about an hour. We identified all the goals and obstacles that were needed, and then we made a list of all the graphics and scripts required. We abandoned the style of graphics in the original concept sprites, in favour of a pure bird’s eye view top-down game.
Working with Ben made game production run much faster than I expected, and by the end of the first day we had a movement system and the main character completed. The experience was interactive and we shared ideas every few minutes or updated each other on progress. Throughout the day I was able to bounce ideas off of Ben and Dan (and vice versa) so my time there was very collaborative.
By the end of the second day we had items, backgrounds, obstacles and enemies. It was a fully functional game by this point, so we decided to spend a third day polishing it up. On the third day we worked on level screens, a death animation, and level borders. Overall the end result looked really good! The game was challenging and it took me a few tries to complete but it was also enjoyable.
With more time we would have created more variety in scenery and added in fancier GUI to bring it up to an app-store quality game. I’m looking forward to my next session with Gamefroot to create another game in the same amount of time!
How to Play
This game is currently only optimised for a computer or laptop with a keyboard. To play the game use your arrow keys.
Try it out
Code Red “Learn to Code” Workshops are a collaboration between Gamefroot, The Public Libraries Association of New Zealand and various city councils including Hutt, Nelson, Dunedin, Porirua, Gisborne and Timaru City Councils.
Participants are taken through making a game from start to finish. During that process are being taught computer programming principles that prepare them for the 21st century job market.
Last week Dave from team Gamefroot ran Code Red Workshop #1 at the Dunedin Public Library. Feedback from students and parents at the workshops and the community event was very positive. The event was also covered by the Otago Daily Times.
Here’s the low down:
29/9/2015 – Teachers Workshop
7 teachers attended, 1 returned as a mentor on the Wednesday. Her son was attending the workshop
30/9/2015 – Workshop (10-14 year olds)
23 attended (12 had laptops)
1/10/2015 – Workshop (10-14 year olds)
21 attended (13 had laptops)
2/10 Workshop (15-18 year olds)
14 attended (11 had laptops)
2/10/2015 Community Event
Location & Computers
The teachers workshop took place in the Dunningham Suite on the 4th floor of the Dunedin city library using teachers laptops and APNK wifi.
The students workshops took place in the computer room on the 1st floor of the city library using students laptops, Library APNK PCs and APNK wifi. The community event took place in the Dunningham Room on the 4th floor of the city library.
Note: a more up-to-date version of this tutorial can be found here: http://gamefroot.com/knowledgebase/scripting-a-top-down-player-rpg-style/
Hey guys, here’s a quick rundown of how to make something move around with the keyboard.
Here’s a little game I’ve started building. I drew some terrain down, and then placed a snowman (on a regular layer).
First I need to be able to tell when keys on the keyboard are being pressed. We can get the Event block for this under Input, Keyboard. Click on the block “When the player presses key” and drag it out into the empty workspace.
This block comes with backspace selected as the default key, but I want to use the arrow keys. To change the key, click on the arrow next to backspace and select right arrow from the drop down menu.
I want the snowman to move around, so I need to get a block specifically for movement. Blocks for movement and physics are under Game Mechanics, ArcadePhysics. Grab the “set velocity x” block and drag it into the block we placed down before. Make sure they snap together.
A velocity of 0 won’t move at all, so change the velocity x number to 200.
Then Save the script!
Hit Play (in the top-right corner) to see if your scripted snowman works.
Wheee! When you press the right arrow key, the snowman flies off to the right. Perfect. Let’s get the other arrow key working. Click Edit (in the top-right corner) to go back to edit mode.
To keep working on the script we started, right-click on the snowman and select Edit script.
I want the snowman to stop moving when I release the arrow key, so I need to duplicate these blocks. Right-click on the yellow event block, and select Duplicate.
Now we have two sets of these blocks.
Change one of the “presses” to “releases” by clicking on it to reveal the drop down menu.
When the key is released, I want the movement (velocity) to go back to being still. That means I need to set velocity to 0.
Now we can repeat this process to make the left arrow key make the snowman move left. Duplicate the existing blocks, and change right arrow to left arrow. Also make sure you set the velocity to -200 instead of 200. A negative velocity like -200 will move the snowman to the left instead of to the right.
Now save this, and Play the game. Awesome! Now your snowman can move left and right. What else would you add to this script? What other things should happen to the snowman?
If you have any cool ideas, let us know in the comments below.
Good news everyone! Building on top of our previous updates (which were slightly more under the radar, where we moved to an HTML5 game engine, integrated google blockly, implemented many user interface improvements, editor and game previewing performance, and speed boosts) we’re pleased to more overtly announce a major update.
Gamefroot 2.3 is the version of Gamefroot we’ve been holding out for, and now almost feature rich enough to fully replace ye old Gamefroot V1.0.
This new version introduces template games and prefabs (which we’ll explain shortly). Earlier this year we decided to move away from locking our community into creating platform games in favour of making Gamefroot both easy and powerful enough for you to make ANY type of 2D game.
In doing so we temporarily had to disable the classic drag-and-drop functionality that we’d all come to love and cherish. Well, we’re pleased to let you know that the new Classic Gamefroot Template is bringing back the easy drag-and-drop functionality that Gamefroot 1.0 had. You can choose from a variety of interactive items and characters, and place them into your game – then hit Play – and boom you got a game. It’s as easy as that.
We’ll be adding more and more functionality to this template and prefabs, with the goal of making it a complete replacement of the old Gamefroot over the coming weeks.
- Templates: Pre-built games that you can open up and build upon – useful for learning how Gamefroot works! Template games are available from the New Game window.
- Prefabs: Scripted game objects that are ready to use with no further scripting required – for example, a character that you can drop into your game that already has a script attached.
The recent changes we’ve made to Gamefroot enable you to push your game making skills further than ever. Try it out, and see what kind of awesome games you can make. Over coming weeks we’ll be posting examples showcasing what has become possible, and showing you how it’s done. Go make games!
Version 2.3 is a major Gamefroot feature release. Here are the major 2.3 Changelog items:
- IE11 fixes, so IE11 users can login and do thing’s everyone else can.
- Old games built in the old flash engine are now visible in the list of games.
- A tweak to the css so firefox will actually render images properly.
- User Icons wont weirdly change back to random images.
- Previewing a lot of terrain will be a lot faster in most cases.
- Saving and loading speeds have vastly increased.
- Script icon will display on assets that sometimes wouldn’t have them.
- The level won’t duplicate it self after saving the game.
- Some overall bug fixes and tweaks to make Gamefroot that much better.
- We have a new template game that people can use to build upon.
- Components on GameObjects that are on a level will now ‘wait’ until all other GameObjects were created before booting. Meaning the getting instances inside the ‘onCreate’ block should work as wanted.
- Arcade Physics collision stability updates.
- X/Y coordinates under the minimap are now correct.
- Terrain grid is nice and crispy now.
- Various styling updates.
Script / Instance Updates
- Instance Properties Panel looks more sexy. Numerous Styling updates
- New Coordinates data type added to the Script Editor.
- New the Coordinates variables can have the Instance Values set via a new ‘Select coordinates’ tool.
- You can now set Color Variable values in the Instance Properties panel.
- New script variables are now private by default. They use to be public by default.
- Renaming variables should no longer “reset” their default value, in most use cases.
New Script Blocks:
- Created new Blocks for interacting with Coordinates data types.
- A section blocks for Plugins has been created.
- You can now create text, and style the text, via the script editor.
- Various shapes can be created.
- New event for executing code when a level ‘starts’ or ‘switches’.
- Pre Constantly and Post Constantly event blocks added.
- Messaging all instances in an array should now work as intended.
- New ‘lerp’ block added to the ‘Math’ section.
- Added a additional ‘keys’ section, which allows generic key/value pairs on instances.