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On this page
  • Logic Systems & Uses
  • Object Logic
  • Global Logic
  • Cause & Effect
  • Life & Death
  • Transitions: Messages with Arguments
  • Quests
  • Quests are Client-Only
  • Basics to Create an Experience

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  1. Learn Creator Basics

Logic & Gameplay

To make high quality content, all creators need to know what is possible in The Sandbox metaverse, and level designers need technical resources to carry it out. Find these resources here.

PreviousLook & FeelNextFAQs: Gameplay

Last updated 1 month ago

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Logic Systems & Uses

Logic in our no-code Game Maker is all about creating a system of communication that provides interactive possibilities so players can choose a flow of cause & effect.

Logic can be linear with a single path of events for players or branching with many possibilities. It can range from simple to a complex chain of events depending on the desired gameplay.

Object Logic

An object is a unique instance of an asset placed in your Experience. Choose an Asset and place as many objects with it as you like, then apply logic to bring it to life and make in interactive.

About Object Logic

SELF-COMMUNICATION

Set an object's Broadcast Type to Self to receive the message it will send.

Make Any Asset Interactive

Assets have flexible utility depending on the interactive logic set up via Game Maker. These are the objects that populate your Experience.

You can find NFT assets to purchase in the Marketplace, or you can create custom assets with VoxEdit. Both types can be used in your own Experiences.

Example:

Display Videos & 2D Image NFTs

Uploading custom content for use with Video and Audio Streaming behaviours is limited to The Sandbox and select partners. These features are in development for public use.*

  • videos (using video streaming*)

Open NFT Marketplace Information

Example projects using NFT information:

  • Build a virtual shop for players to buy your NFTs

  • Showcase your NFT collections in a gallery, virtual home setting, etc.

Global Logic

Global logic applies to the whole Experience, and it can communicate with object logic, which is more granular and customized.

About Global Logic


Cause & Effect

Messages are an essential method of communication in Game Maker. There are many simple ways to send a Message using logic and trigger something to happen. Use Tags on objects to direct Messages specifically.

Broadcast

Send a message on start of the Experience or when triggered, once or repeatedly.

Example:

Object/Player Avatar Detection

An object can send a message when an expected tag is detected. It can also be set to play one of its animations.

Examples:

Object Destruction

Send a message or drop (spawn) a new object (e.g. loot, smaller enemies, etc). Currently single player only.

Example (direct):

Example (indirect):

Object Collection

Can be set as collectible by one player or every player, send a message, and/or play a sound.

Examples:

    • True - One instance of the object can be collected in the Experience

    • False - One instance of the object per player can be collected in the Experience

Object Interaction (E)

Press E to send the “Interact” Message. This can trigger a wide variety of events depending on logic setup.

Examples:

  • Open a door

  • Turn on a machine or platform

  • Play video or audio

  • Start a timed parkour race or other challenge

  • Trigger a blacksmith to "make" and spawn a special item

  • Set off a blast with dynamite

  • Trigger a seasonal change, restore a wasteland, etc

  • Talk to an non-player character (NPC)

  • Begin a new quest

  • "Use" a magical potion or spell at the right moment in the story

  • View NFT information for The Sandbox assets or an external PFP NFT on display (includes a marketplace link)

  • Make blocks or assets appear or disappear

  • Collect or pick up an item

  • Trigger a complex sequence of logic

Quests

Can send a message when completed.

Example:

Rules

Can receive a message, carry out actions (which can apply to variables you create), and send a message upon completion. This may trigger objects or other rules.

Examples:

  • Collecting an object can trigger a variable to increase to count a total number of resources represented by the object. This value can be displayed in the player HUD using the rule.

  • A rule can be used to trigger an Asset Spawner to spawn objects with Projectile behavior to shoot at targets.

SWITCH OBJECT PHYSICS DURING PLAY

SEQUENCES & LOOPS

COLLABORATION

Life & Death

Multiplayer PVP combat is in development, but PVE is possible now.

Equipment can be worn in multiplayer Experiences, and affects the health of the player wearing it.

PowerUps can also affect health. The special messages they send can be found in the message dropdown list of any logic (colored blue). You can send these messages from any logic (not just from PowerUps).

Equipment Attributes Impact Gameplay

  • Set starter equipment (unique to spawn point)

  • Choose to allow players to use their own NFT equipment in your Experience

Damage & Recovery

Impact health of any actor (avatar, NPCs, etc) by specific amounts:

Avatar Death

If players aren’t set as invincible, they’ll die when life total is 0, then:

  • Game over if Defeat condition is triggered, and if restarted, quests & inventory are cleared of items and the Experience is reset

Transitions: Messages with Arguments

You can now create custom messages with arguments.

Quests

Quests are Client-Only

With Game Maker 0.10, quests could only track individual player progression in singleplayer and multiplayer Experiences. Game Maker 0.11 makes quests compatible with multiplayer [MP] logic. This means the player source can be included with messages to trigger all new logic possibilities!

Crowd Event behaviour can also be used for collective goals. It can be triggered by emotes or messages.


Basics to Create an Experience

There's a lot of depth to creating an Experience that uses logic for interactive play. Below are some general tips for elements that most games may include, with links to documentation for more info.

Quick Start

See the Templates tab in Game Maker for content you can download. This includes logic, gameplay, and landscape templates.

Add Depth

  • It's recommended to create a 1x1 sized game in singleplayer mode for your first game

Set Up Global Mechanics

Share Your Creation

assets made in VoxEdit can be used for displaying:

2D image NFTs (Ethereum blockchain) using the component

premade images provided by The Sandbox with the component

The component can be can be set to open for any NFT made for The Sandbox in VoxEdit or any external NFT displayed in a frame asset. Visitors can be redirected to The Sandbox or OpenSea marketplaces via browser.

Add a behaviour to a logic actor or object and set desired parameters.

Add a component and choose what to detect and detection range (avatars, tags, or a specific actor).

To trigger an asset's animation and send a message when an avatar is detected or a message is received, use behaviour.

Send Message - Add a component to the object that will be destroyed. Set a Message sent on death. Optionally, you can trigger this with an Instant death message.

Drop (spawn) object - Add a component to the object that will be destroyed. Choose Behavior (default asset settings) or (custom settings for one or more objects to spawn). Select the asset or preset to spawn.

Other objects nearby with a component can detect a tag that is included in your spawned object.

A spawned object, such as a , could instantly send a message.

Singleplayer - Add a component to an object and set a message to send.

Multiplayer - Add a component to an object and set a message to send. Then choose the Global setting:

Create a . In the Action After Completion dropdown, choose Send Message. Use the dropdown below this to select an existing message or create a new one.

Send a message to an object with behaviour to change the visibility and/or collisions of other objects in range.

Use behaviour for repeatable sequences, such as weather cycles.

Use behaviour to progress toward a collaborative goal with emotes or messages, finishing with a success or failure message.

Default player health

The of an Asset determines how it may impact gameplay.

In behavior (applied to the Avatar's Portal asset):

Blocks set to damage or heal the player via Health component added as the Avatar's Feature in behavior

Blocks damage or heal any object via their component

Objects with behaviour, with specific targets by tag

with positive or negative values in the argument sent to the Avatar or other objects from any behaviour or component

Respawn to checkpoint with full health, while quests & inventory remain active... unless you build more sophisticated into your Experience logic

Customise what happens when the player dies in the Health component added as the Avatar's Feature in behavior (Death Event settings).

Any object with a component can be destroyed if the Invincible parameter is set to false. It can send a Message upon death to trigger other logic in your Experience. You can also add a component to spawn something when it is destroyed, such as collectible loot!

Sending allow you to transition audio, light, camera, weather, and video* instead of making an immediate change with a normal message. A parameter to customise the transition will appear when you choose a message with yellow text.

Apply this to add polish to your Experience's .

are one-time-use player objectives that are used to guide players through gameplay, which may include choices that influence game outcomes. There are four main types of quests, but a lot of flexibility for how you may use them.

Add an component to objects to direct players with quest icons, which appear depending on the state of the quest and the assignments you make: quest giver, objective, or receiver.

Set up , and direct players to quest items with the component

Customise the player and modify appearance with behaviour

Transition or switch ambient lighting with behaviour

Use and components to manage avatar location

Apply to objects for player feedback

Set up teams with behavior

Create variables and set up global mechanics using

your Experience to the Gallery or if you own virtual LAND

🟦
🟦
Frame Assets
NFT Image Display
Image Display
NFT Details Display
Message Broadcaster
Speaker
Animated Decoration
Health
Drop
Preset
Speaker
Message Broadcaster
Collectable
Collectable
Quest/Objective
Actor Property Switcher
Timed Events
Crowd Event
Spawn Point
Spawn Point
Health
Healer
Health message
Spawn Point
Health
Drop
Quests/Objectives
Indicator
quests
Indicator
Weather Switcher
Avatar Teleport
Avatar Checkpoint
visual effects
Spawn Point
Game Rules

Global Settings

  • control where messages are sent to trigger logic

  • specify objects that may be detected

An object may have:

  • One Behaviour

  • Many Components

  • Multiple Tags

Learn faster with a NEW 1 hour series

  • Self-paced videos

  • Hands-on practice

  • Detailed documentation

  • Forum discussions for support

  • Relevant bonus resources

Post Processing Effects
publish

Objectives inform and guide players through your game's flow using an attractive user interface (for single and multiplayer games).

Player Settings allows you to choose a custom avatar, set starter equipment, and apply some components to players (via ).

The menu includes settings that may affect all players, such as:

- for global, player, and team mechanics

- pre-game screen

- position and angle (throughout gameplay)

- music/sound, and global light ( behavior may be set to override)

- toggle on/off global avatar mechanics (e.g., swimming)

Equipment with a Defense Attribute increases the player's maximum health.

Equipment with a Power Attribute damages enemies more during attacks.

Equipment with a Speed Attribute increases the players movement speed.

govern the core actions of game objects.

add characteristics to deepen an object's interactive potential.

Behaviours and components send and receive to trigger logic with other objects, Quests, and Game Rules.

are identity labels for objects used to:

Behaviours
Components
Messages
Tags
Quests
Gameplay
Game Rules
camera settings
Start Screen
Camera
Weather Switcher
Ambiance
Parameters
Spawn Point behaviour
Consequences for Death
Share
ambience and effects
Rarity & Attributes
Messages with Arguments
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