When we start Buildbox, we first see the welcome screen. Click on the platformer demo on the right.
The first thing we will notice is the particle emitter. To edit the particle emitter, click on the particle effect place holder then click on the edit button.
On the particle editor window click the name of the emitter on the left.
In this menu, you will be able to change the image of your particle emitter by dropping the new png file to the texture box. You will also see the many options to change the behavior of your particle effect.
The next design element we come accross in platformer demo is wake up settings on an object.
As you approach the platform, it reacts when you make contact to it. As you see in the options panel, the platform has a linear velocity of 2.5 on the X axis, however, the platform will not engage that velocity until it meets the requirement of the wake up component which as shown on the image below, is collision based.
The next element that we see in the platformer demo is a logic piece.
In the image below, you will see the transform logic piece, this is used to change the behavior of objects. Once an object touches the transform logic piece, it transfers the settings set forth in the options panel. For instance, this logic piece specified to replace the velocity to 0 in both the X and Y axis once it hits the platform.
The next design element that we will come across is a physics object.
Physics object are act upon by the world settings, like gravity and friction and most importanly by our character.
Objects are changed to physics object by selecting them and changing the properties in the options panel. This physics object also has a wake up setting with a distance requirement of 100 pixel.
As we approach the distance threshold the linear velocity set forth and the properties come alive and launch the object appopriately.
Next we see the light effect. It can be any color found in the color chooser and can be set to apply shadows or not.