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On this page
  • What is an Entity?
  • What are Assets?
  • Creating Assets
  • Rarity & Attributes
  • How to Create Attributes
  • Assets & Game Inventory

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  1. Learn Creator Basics

Assets & Equipment

The utility of any asset depends on how it is constructed in VoxEdit, what Attributes are created when it is uploaded or minted (for equipment), and how it is brought to life in Game Maker with logic.

PreviousScale & LAND UseNextAvatars & Character

Last updated 29 days ago

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What is an Entity?

An Entity is anything you can place in your Experience in Game Maker, including:

  • Blocks - solid and liquid terrain (logic may not be applied)

  • Assets - VoxEdit creations that can be , brought to life in Game Maker including characters, props, passes, and equipment. The Sandbox has provided a variety of free Basic assets in the Game Maker library that you may use in your Experiences.

  • Logic Assets - invisible assets with no collisions that can have logic applied like a normal asset

  • Presets - one or more objects with custom logic and location data saved for reuse or spawning

What are Assets?

About Assets

Assets are made in VoxEdit that can be and on the . They are used to populate Experiences in The Sandbox to create 3D interactions (physics and visual).

Equipment is a special asset that must be made with a to work correctly.

Asset Categories

  • Characters - non-player characters (NPCs) such as humans, animals, robots, etc.

  • Props - static or interactive objects from buildings to buttons

  • Passes - an NFT that will grant players access to a

  • Equipment - items applied to the player's avatar to change appearance or gameplay stats

Equipment can alter a player's stats when applied to the avatar. The effect depends on the applied.

Ownership

  • The Sandbox owns Basic assets in Game Maker, but you may use them in your Experiences.

  • Creators own assets they make and upload for their own Game Maker projects. These do not need to be minted as NFTs even when publishing your Experience to LAND.

  • Creators and players own NFT assets they purchase on The Sandbox Marketplace and can use them when creating or playing Experiences.

  • As a creator, it is your right to (NFTs) in your Experience to design balanced gameplay.

Creative Utility Examples

Asset that are placed as objects can have logic applied that allows for player interaction, communication with other objects, connection with , use with , and in-game utility via game rules. Overview: Logic & Gameplay.

Any asset can be made interactive in various ways depending on logic set up in Game Maker.

Assets can be used for a variety of purposes:

  • Varied looks as animations (, , etc)

  • *

  • and more

*NOTE: VOXEL PARTICLES

Game Maker now offers that Experience builders can apply to objects and sometimes player Avatars.

Many VFX have customization options like color, size, motion, etc., which Experience creators will likely prefer to purchasing assets with voxel particles built in. However, a minimalist use of particles may improve aesthetics for some assets

Creating Assets

Create and Test Assets

Asset Guide

BLOCKS NOTE

EQUIPMENT NOTE

The Anatomy of an Asset

Assets may be static or have moving parts. Even the simplest assets can be dynamic when Game Maker's plug-and-play logic is applied.

Asset Files

  • PNG - a thumbnail image of the asset

  • VXM - a model file, which is the smallest part of what makes an asset

  • VXR - a file containing data for a rigged asset using multiple models

  • VXA - a file containing data for one of an asset's animations, which may be static or moving

Simple Assets

Compound Assets

Animated Assets

What is Equipment?

Equipment is a special asset class allowing players to apply it to their avatars. It can modify their appearance and impact gameplay by changing their stats.

Equipment can be applied (worn) in 6 slots on a player's Avatar:

Equipment can be applied in Single and Multiplayer Experiences. It can only visible for medium human avatars due to fit, but player stats are still affected by its Attributes. Players can also choose to make their equipment visible or not.

Equipment Can Modify Player Stats

Equipment can modify gameplay via Attributes chosen by its creator when uploaded to their Workspace. These properties carry over when it is minted as an NFT.

Upload Assets to Workspace

An asset does NOT need to be minted as an NFT if the creator plans to use it only in their own Experiences.

Monetisation

You DO NOT need to mint your VoxEdit creations as NFTs to use them in your own Experiences.

Rarity & Attributes

A Catalyst is special NFT that is burned when minting an asset into an NFT to define its rarity. One Catalyst is required per NFT created. You do not need to own a Catalyst NFT to create a Draft asset to use in your own Experiences.

How to Create Attributes

Attributes are created when an asset is uploaded to Workspaces for testing or use in your own Experiences. This does not require minting the asset, for example, if you plan to use your custom assets in your own Experiences. You can modify the asset details up until it is minted as an NFT.

ASSETS FOR PLAYERS

Some players will purchase powerful equipment to complete your Experience more quickly or make it a bit easier if they get stuck. Some players will collect attractive Equipment as accessories regardless of how it may impact gameplay.

Assets & Game Inventory

Owned and Temporary Asset Use

OWNERSHIP NOTE You own all of the custom assets you create and do NOT need to mint NFTs for each one used in an Experience in order to share or launch it.

However, your launch strategy may include minting some assets from your Experience as NFTs to sell on the Marketplace, especially equipment players may have enjoyed using in your game. This allows others to own a piece of the world or universe you've created and use it for gameplay or their own creative projects.

Modifying the Inventory

CONSUMABLES

Adding or removing a specific number of items (e.g., potions, crafting, economies, etc) is not a current feature, but logic and narrative can simulate simple systems.

ITEM NAMES

An NFT’s name is displayed in the inventory, so when using an NFT as a collectible item (e.g., for a quest) it’s best not to rename it in the experience.

Visit the for creative considerations and recommendations to build specific asset types.

With VoxEdit, you can create Assets from scratch or use with built-in animations to save time. Visit the Asset Guide to explore design recommendations for a variety of content types including scenery, NPCs (non-player characters), 2D/3D art, and more!

Blocks are a different kind of entity that can be made in the .

Equipment is a special class of assets made with , which can be animated. This is the only type of asset that players may apply to their avatars. When worn by a player, equipment can modify appearance and/or stats.

in order for the ecosystem to recognise it and make it a wearable item during gameplay. Equipment templates will NOT work if they are unlocked.

Visit the of the Asset Guide for creative considerations and recommendations.

NEW CATALYSTS & ATTRIBUTES SYSTEM Learn about on the Marketplace.

An asset is to be ready for testing, Experience building in , and for gameplay in Game Maker or the metaverse .

Once an asset is uploaded, it appears in your Game Maker so it's ready to and apply logic.

There are three ways to monetise your creations today (see for full detail):

Selling Assets - as an independent artist or as an Experience publisher with a monetisation strategy that involves selling NFTs.

Experience Gating - to your metaverse and set up to require NFT ownership for entry to your Experience.

NFT Sensor - Use this to require NFT ownership to trigger the gameplay logic you want. This unlocks huge potential to design unique player experiences within one game based on which NFTs players own.

NEW CATALYSTS & ATTRIBUTES SYSTEM Learn about on the Marketplace.

The more rare the Catalyst, the more Attributes Points will be available to apply to equipment assets when minting an asset as an NFT to sell or creating a Draft asset for use in your own Experiences. This is done when .

Players may purchase equipment NFTs on the Marketplace and use it in most Experiences. They may also purchase assets as passes to .

GAME DESIGN TIP You can gradually provide players with opportunities to collect and use more powerful equipment during an Experience to reward their achievements and balance out increasingly difficult enemies presented. It makes your Experience more thrilling! This can be part of your Experience's and design.

Learn more:

🟦
🟦

Left Hand

Right Hand

Head

Chest

Arms

Legs

Wallet - Across All Experiences Players can equip NFTs they own, which can modify their stats in any experience.

Local - The Current Experience Players can equip items collected in a game. If they restart or quit, the items no longer appear in the inventory.

Add item - the player interacts or collides with a collectible item

Remove item - the player drops an item

Asset Guide
templates
🧍Asset Guide
Block Editor
Equipment section
minting and listing assets for sale
Library
place
Monetistion
Mint & List Assets to Sell
component in Game Maker
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uploaded from VoxEdit
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Publish your Experience
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VoxEdit: Create Assets

Game Maker: Test, Build Experiences

A single model's data

Difficulty

  • Beginner, Easy

Characteristics

  • 1 VXM model

  • 1 collider

  • Players CAN NOT enter empty spaces

Common Uses

  • Simple static objects like building exteriors, statues, furniture, etc

Notes

  • Also called "models," which can be used to make compound or animated assets

  • All voxels align to a single XYZ grid ("blocky" as seen in the example image)

Asset data, models, and still animations

Difficulty

  • Easy, Medium

Characteristics

  • 1+ VXM models

  • 1 collider per VXM

  • Players CAN enter empty spaces

Common Uses

  • Static assets with angles, curves, and/or entry spaces

Notes

Difficulty

  • Medium, Advanced

Characteristics

  • 1+ VXM models

  • 1 collider

  • Players CAN NOT enter empty spaces

Common Uses

  • Decorative or interactive objects like doors, animals, machines, etc

Notes

  • Build the rig, test poses, add motion

minted and sold as NFTs
uploaded to your Workspace
minted as NFTs to sell
gated Experience
quests/objectives
gameplay settings
Game obstacles
Modular architecture
Building facades
Performance art
Kinetic art
doors
bookshelves
Experience defining details
Animated voxel effects
over 100 visual effects
Entities
Catalyst and Attribute Points
Marketplace

VoxEdit

and apply logic

Can be made in the or

Examine to learn to Build a Rig

to reduce nodes

Made in the

Asset data, models, and moving animations

Examine to learn

Made in the

Equipment with a Defense Attribute increases the player's maximum life

Equipment with a Power Attribute increases attack damage to enemies (combat is currently only in singleplayer Experiences)

Equipment with a Speed Attribute increases the players movement speed.

Equipment Templates
Asset Guide
Upload Assets to Workspaces
Place Assets
Modeler
Animator
Templates
Combine models
Animator
Templates
animation
Animator
VoxEdit equipment templates
Equipment MUST be created using a template
gated Experiences
Override Player Equipment
template
Monument components
In Game Maker and the Game Client, players double click or drag-and-drop to use weapons and wearable equipment
Legendary
Epic
Rare
Uncommon
Common