LogoLogo
GeneralAccountsPlayersOwnersCreatorsThe Sandbox Website
Creators
Creators
  • 🎆Welcome to the Creator Portal
  • 🟦Learn Creator Basics
    • 🟦Scale & LAND Use
    • 🟦Assets & Equipment
    • 🟦Avatars & Character
    • 🟦Look & Feel
    • 🟦Logic & Gameplay
    • ❓FAQs: Gameplay
    • ❓FAQs: Assets
    • 🧙‍♂️Begin Game Maker (Video Series)
  • The Sandbox Creators Forum
  • The Sandbox DAO
  • 🪙Monetisation
  • Game Maker
    • ✨Create Experiences
    • 🔰Beginners
      • Play/Test
      • Build with Blocks
      • Place Assets
      • Set Object Actions
      • Trigger Logic
      • Craft Quests
      • Set Up Mechanics
      • Build Multiplayer Games
    • Game Maker 0.11 Update
    • 0.11 Upgrade Guide
    • 📖Docs
      • Navigate Game Maker Home
      • Manage Experiences
      • Controls & Shortcuts
      • Build Menus
        • Top Bar
          • Gameplay
        • Side Bar
          • Hierarchy
          • Presets
        • Library & Quick Access Bar
        • Grid System & Snap Tool
        • Properties Panel
      • Using Blocks
      • Using Assets & Objects
        • Behaviour & Component Parameters
        • Tags
        • Messages
      • Behaviours
        • NPC - AI Pawns
          • 🔵Citizen
          • 🔵Farmer
          • 🔵Healer
          • 🔵Melee Enemy
          • 🔵Predator
          • 🔵Prey
          • 🔵Soldier
          • 🔴Friendly NPC
        • Movement
          • 🟡Door
          • 🟡Bird
          • 🔴Basic Platform
          • 🔴Advanced Platform
          • 🔴Projectile
          • 🔴Rotate
        • Basic Logic
          • 🔵Message Broadcaster
          • 🟢Combination Code
          • 🟢Asker
          • 🟢Timed Events
          • 🟡Crowd Event
          • 🔴Spawn Point & Avatar's Feature
        • Modifiers
          • 🔵Actor Property Switcher
          • 🔵Multi
          • 🔵Void
          • 🟢Asset Spawner
          • 🟢Replace Asset
        • Visual
          • 🟢Post Process Effects
          • 🟡Weather Switcher
          • 🟡Animated Decoration
      • Components
        • Actions
          • 🟢Climbable
          • 🟢Avatar Teleport
          • 🟢Collectable
          • 🟢Drop
          • 🟢Slide
          • 🟢Speaker
          • 🔴Pickable
        • Triggers
          • 🟢Plant
          • 🟢Switch
          • 🟢Button
          • 🟢Trigger Volume
        • Status
          • 🟢Toggle
          • 🟢Power Up
          • 🔴Avatar Checkpoint
          • 🔴Health
        • Gameplay
          • 🔵Defeat
          • 🔵Victory
          • 🔴Raycast
        • NFT
          • 🟢NFT Sensor
          • 🟢NFT Image Display
          • 🟢Image Display
          • 🔴NFT Details Display
        • Display
          • 🟢Indicator
          • 🟢Rarity VFX
          • 🟡Visual FX
          • 🟡Light
        • Audio
          • 🟡Play Sound
      • Objectives
      • Game Rules
        • Math
        • Time
        • Comparisons
        • Replace Variable Values
        • Game Screen
        • Triggers
        • Events
      • Build Singleplayer & Multiplayer Logic
      • Quality Guidelines
        • Optimisation
        • Testing
        • Playability
      • Templates
    • 📑Creative Guides
      • 📗Game Rules Guide
        • Point Race
        • Collect Points
        • Time Trial
        • Combo
        • Hunger
        • Poison
        • Shop
      • ⚙️Logic Guide
        • Abilities
        • Equipment Based Logic - On Equip / NFT Sensor
        • Doors & Chests
        • Collectibles
        • Text, Quests & Icons
        • Platforms
        • Victory & Defeat
        • Miscellaneous
        • NFT Inspect
        • Fighting
      • 🏞️Experience Guide
        • Tower Defense
        • Horror / Backrooms
        • Solo Platforming
        • Social Platforming
        • Resource Management
        • Cooking Simulator
        • Survival
        • Action / Adventure
        • Night Clubs & Concerts
        • Virtual Home & Architecture
        • NFT Gallery / In-Game Shop
        • Puzzle Games
        • Social Hubs
        • Simulation
      • 🎲Experience Design Techniques
        • Narrative Design
          • Worldbuilding
          • Storyboard
          • Dialogue
        • Art Design
          • Experience Art Concept
          • Asset Curation
          • Blockout Aesthetics
          • Detailing / Dressing
        • 3D Spatial Layout
          • Rough Base Map
          • Greyboxing / Blockout
        • Game Design
          • Ramp of Difficulty
          • Risk & Reward
          • Game Loops & Decisions
    • 🎬Game Production Guide
      • 🟥Concept
      • 🟧Blockout
      • 🟨Logic
      • 🟩Art
      • 🟦Quality Assurance
      • 🟪Polish
      • ⬜Marketing
    • 🧰Publish Experiences
      • Experience Manager
        • Experience Analytics
        • 🧰Experience Page
          • Content Guide
          • Marketing
          • Create an Experience Trailer
          • Player Engagement
        • Map Location
        • Asset Review
        • Access Restrictions
      • Collaborating With Third Parties
      • ❓FAQs: Experience Publishing
    • 🕘Version Notes & Changelogs
      • Game Maker 0.11
        • ❗0.11 Upgrade Guide
      • Game Maker 0.10
      • Game Maker 0.9
      • Game Maker 0.8
      • Game Maker 0.7
    • ❓FAQs: Game Maker
  • VoxEdit
    • ✨Create Assets
    • 🔰Beginners
    • 📖Docs
      • Navigate VoxEdit Home
      • Controls & Shortcuts
      • Panels & Custom Layouts
      • Block
      • Modeler
        • Use Modes & Tools Together
        • Set the Pivot Point
        • Create Frame Assets
      • Animator
        • Build a Rig
        • Create an Animated Asset
        • Use Inverse Kinematics
      • Templates
      • Quality Guidelines
        • Asset Types & Collisions
        • Asset Scale
        • Node Efficiency
        • Pivot Point & Alignment
        • Animation
        • Visual Quality
        • Asset Name & Description
        • Manage Files & Folders
    • 📑Creative Guides
      • 🧍Asset Guide
        • Structures & Landmarks
          • Basic Building: No Entry
          • Animated Building: No Entry
          • Unanimated Building: Player Entry
          • Landmark
          • Building Facade
          • Structure Component Parts
          • Modular Architecture
        • Humanoids & Animals
        • Vehicles
        • Equipment
        • Art: Statues, Paintings
          • Animated Art Screens
          • Statues
          • Kinetic Art Sculptures
          • Paintings
          • Performance Art
        • Furniture
        • Platforms
        • Doors, Gates, and Windows
          • Multi Design Door Asset
        • Chests & Other Animated Interactions
        • Plants, Trees
        • Objects, Machines
        • Signs & Text
        • Obstacles
        • Create Frame Assets
      • 🎨Art Techniques
        • Asset References
        • 3D Design
          • 🧹Need to Simplify?
          • ✂️Trim All Volumes
          • 🟢Optimize with Texture
          • 🟢Curved Edges: Blocky Style
          • 🟡Break Down Objects
          • 🟡Create Smooth Angled Lines
          • 🟡Circular Shapes: Cross Technique
        • Colour, Texture & Depth
          • 🪅Colour Choice & Strategy
          • 🧱Textures & Materials
    • 🧰Upload Assets to Workspaces
    • 🌟Mint & List Assets to Sell
    • 🕘Changelogs
    • 🔓Open Source Assets
    • ❓FAQs: VoxEdit
  • Creators Program
    • 🏗️Builders' Challenge
      • Rules & Eligibility
      • Earnings & Rewards
      • How to Succeed in the Builders' Challenge
      • ❓FAQs: Builders' Challenge
    • ℹ️Creator Contests
    • 🏆Game Jams
      • Rules & Guidelines
      • Judges & Voting
      • Explore Past Winners
      • ❓FAQs: Game Jams
    • 🏆VoxEdit Contests
      • Rules & Guidelines
      • Judges & Voting
      • Explore Past Winners
      • ❓FAQs: Voxel Art Contests
  • General
    • 📚The Sandbox Documentation
    • 🔄Play, Create & Earn
    • 🗺️Map
    • 🛒Marketplace
    • 🗣️Discord Community
    • 🔗Social Networks, News & Blogs
    • The Sandbox Linktree
    • ❓Help & Contact
Powered by GitBook
LogoLogo

INFO

  • Discord
  • Social, News & Blogs
  • Service Status

PLAY

  • Events
  • Map
  • Avatar

CREATE

  • VoxEdit
  • Game Maker
  • Contests

OWN

  • SAND
  • LAND
  • Staking

Copyright ©The Sandbox. All Rights Reserved.

On this page
  • Text in the UI
  • Text Formatting
  • Quests
  • Multiplayer Compatible Quests (0.11)
  • Quest Icons
  • Dialogue States for Quests
  • Dialogue Strings

Was this helpful?

  1. Game Maker
  2. Creative Guides
  3. Logic Guide

Text, Quests & Icons

PreviousCollectiblesNextPlatforms

Last updated 3 months ago

Was this helpful?

Text in the UI

See in our Narrative Design resources for information about creating engaging dialogue that fits within the technical limits, and communicating plans with a team.

See Playability for tips to make your Experience Page and game UI more polished.

Apply Text via Objects

Apply Toggle to turn on/off an object's behaviour, such as Asker dialogue.

Apply Text via Objectives

Apply Text via Game Rules

Experience Name & Description

Text Formatting

Modifying the text format can add character, make it more readable, or emphasise hints or instructions for players. Simply add opening and closing tags around the text to be formatted.

Formatting does not work in HUD slots, but works in most other text fields.

Formatting tags count against the character limits different text fields have.

Supported Languages & Special Characters

Sprites (Emoji-Like Icons)

There are 37 available sprites that may be used in many text fields by typing the tag <sprite=1> with a sprite number from 1 to 37. There is no closing tag for sprites. (video)

Display Player Usernames in Text

Type <PLAYER> (case sensitive) to include the player's username in a string of text. This can make an Experience more personal and immersive.

Example:

Welcome, <PLAYER>! Let's get started!

Welcome, Pandapops! Let's get started!

Display Player Usernames in a Variable

Text Formatting Tags

Tags
Description
Example

<b> </b>

bold

This is <b>bold</b> text.

<i> </i>

italics

This is <i>italicised</i> text.

<size> </size>

Sets the size in pixels

This is <size=50>larger</size> text.

<color> </color>

Sets the colour of the text using colour names (see below) or Hex Codes #rrggbbaa where: r is red g is green b is blue a is alpha (transparency) Note that the tag is spelled "color"

This is <color=#FF0000FF>red</color> text.

Nesting Tags

You may apply more than one style by nesting tags. For example:

Supported Colours

TEST COLOURS FOR READABILITY

Block and asset colours in your Experience may make some colours difficult to read.

Colour Name
Hex Value
Colour

black

#000000FF

grey

#808080FF

silver

#C0C0C0FF

white

#FFFFFFFF

red

#FF0000FF

orange

#FFA500FF

yellow

#FFFF00FF

lime

#00FF00FF

aqua / cyan

#00FFFFFF

fuchsia / magenta

#FF00FFFF

purple

#800080FF

maroon

#800000FF

brown

#A52A2AFF

olive

#808000FF

green

#008000FF

teal

#008080FF

navy

#000080FF

darkblue

#0000A0FF

blue

#0000FFFF

lightblue

#ADD8E6FF

Quests

Visit the 0.11 Upgrade Guide to migrate to the new Objectives system and adapt quest design for multiplayer compatibility.

It is possible to build a game without quests, but quest UI and icons make the same gameplay feel much more responsive and polished.

Purpose

  • Tutorials for your unique Experience mechanics

  • Meeting important characters or Worldbuilding

  • Points of interest or large scale item collection to encourage exploration

  • Linear game flow, optional side quests, or branching logic based on player actions

  • and more

Tutorial Templates

Open Game Maker and find tutorials in the Templates tab for hands-on learning. For more details on each quest type, see Objectives.

Gameplay Structures

Multiple quests can be triggered in ways to structure different types of play:

While players can scroll through quests in the UI, it is still more user friendly to limit how many quests can be triggered at a time (4-5 maximum recommended).

With Game Maker 0.11, you may also design varied gameplay with dependencies, where a logic flow can be built to allow only certain players to trigger and complete a quest.

Multiplayer Compatible Quests (0.11)

In multiplayer Experiences, quests are now managed on the server. Messages sent to Objectives must include player source data, so [SP] logic will not work.

In singleplayer Experiences, [SP] and [MP] logic will trigger quests.

The new Objectives system opens up possibilities for quests to be triggered depending on which player(s) should experience a quest in multiplayer games.

In this first version, feature continuity for solo questing is the main design focus. However, many creators may explore building logic for multiple players to experience quests at nearly the same time.

It isn't as simple as using the Game Rules system, where dependencies for variables are built in (player, team, and global), so we've provided some options to try out. Some are simple, and some a bit more advanced.

Quest Alone

First Player There

Use Cases

  • Quests with rewards or incentives

  • Special roles, side-quests, or branching narrative options


Every Player (Self-Paced)

Use Cases (gameplay without rules criteria)

  • Social hub quests

  • Competitive solo narrative questing

  • Side quests any player can complete

A correctly triggered chain of logic including rules that involve a player variable will send the player source data needed by the Objectives system.

One Player: Player Variable Value

Use Cases

  • MVP quest after earning the top time, score, etc.

  • Tutorial quest for player with the lowest time, score, etc.


Every Player: Player Variable Value (Self-Paced)

Use Cases (gameplay with Rules criteria)

  • Social hub quests

  • Competitive solo narrative questing

  • Side quests any player can complete

Quest Together

The examples below do not use built in features. Since there is a break in logic flow and quests do not trigger at the exact moment, test your design thoroughly to ensure it works consistently. More developments are on the way to make multiplayer quest design easier.

Cooperative: All Players Trigger (Almost) Simultaneously

  1. Trigger options:

    1. All players enter a location:

Use Cases

  • Cooperative Escape Room, etc.

  • Players vs Enemy quests (PVE)


Collaborative Play Without Quests

If you're new to creating multiplayer Experiences, try adding a collaborative goal with Crowd Event behaviour. It's easier to set up than quests and has its own UI!

Competitive: All Team Members Trigger (Almost) Simultaneously

  1. Trigger options:

    1. Enter a location:

    2. Rules criteria:

Use Cases

  • Multi-phase gameplay as quests every team may complete

  • Secret team missions (e.g., spy games)

  • Teams as gameplay roles with unique quests (e.g., RPGs)

  • Bonus challenges or rewards for top teams

  • Quick tutorials for struggling teams

Quest Icons

Giver - Starts the Quest

If a quest is set to auto launch, the Giver icon will not appear.

Objective - Meets the Condition

Receiver - Closes the Quest

Video: Set Up Quest Indicators

The video below shows how to set up quest indicators with an older version of Game Maker with a slightly different user interface. Quests are now opened with the Objectives button on the top bar (previously named Rules).

Dialogue States for Quests

Why Create Dialogue States?

One NPC may need to say different dialogue depending on the state of a quest:

  • Beginning State - An NPC informs players about the quest so they can accept it

  • Middle State - An NPC reminds players they haven't finished the quest yet and may provide a hint

  • End State - Congratulate players if the quest is complete (may suggest where to find a new quest)

Dialogue Use Per NPC

Dialogue can flow using Speaker components and/or Asker behaviours triggered in a chain.

Video: Set up Dialogue States

The parkour race video below provides a great explanation of how to set up quest dialogue states.

Note: This video was created with an older version of Game Maker. The UI has been significantly updated and new features have been added.

Dialogue Strings

What is a Dialogue String?

A dialogue string is a series of logic events used to:

  • display a conversation between an NPC and a player (with answer options)

  • display quiz questions (with answer options)

  • display a "read only" conversation between NPCs (using Speaker component)

An object may only have one Asker behaviour and one Speaker component. This means that multiple objects are needed to create a dialogue string. That usually includes objects with visibility turned off.

Asker behavior may be triggered in a linear sequence or may trigger different paths of gameplay.

Video: Dialogue Strings (Chains)

Create a text variable and save the player name in it with the rule in Game Rules.

INPUT
OUTPUT
INPUT
OUTPUT

are one-time-use player objectives that can be used for:

(Partners) Track player progression in to earn rewards

See for use cases per quest type.

USING THIS RESOURCE In the generalized suggestions below, Step 1 should trigger Step 2, and so on, to send player source data and trigger Objectives for intended players. Please test thoroughly and share what you learn in the !

[MP] trigger (options): Collectable component (Global = TRUE) Trigger Volume (destroy this object after one use) Button (destroy this object after one use or spawn a Speaker to inform players that they weren't first) Asker (Only once = TRUE or apply Toggle to turn off after one use)

[MP] Message Broadcaster (Broadcast only once = TRUE if trigger in step 1 can't be removed or prevented)

Objectives

[MP] trigger (options): Collectable (Global = FALSE) Trigger Volume Button Asker

Objectives

[MP] trigger (options): Collectable (Global = TRUE) Trigger Volume (destroy this object after one use) Button (destroy this object after one use or spawn a Speaker to inform players that they weren't first) Asker (Only once = TRUE or apply Toggle to turn off after one use)

Rules (player variable used as a criteria to send a message)

[MP] Message Broadcaster (Broadcast only once = TRUE or apply Toggle to turn off after one use)

Objectives

[MP] trigger (options): Collectable (Global = FALSE) Trigger Volume Button Asker

Rules (player variable as a criteria to send a message)

Objectives

[MP] Trigger Volume (Detection = EveryAvatarInRange)

Rules (global variable as a criteria to send a message)

Asset Spawner spawns [MP] Trigger Volume (Detection = EveryAvatarInRange)

Objectives

Per team, [MP] Trigger Volume (Detection = TeamInRange, set team name)

Rules (team variable as a criteria to send a message)

Per team, Send Message rule (Broadcast = Team, set team name) triggered by which team met the criteria

Per team, [MP] Asset Spawner spawns [MP] Trigger Volume (Detection = TeamInRange)

Objectives

The system sets up the structure of quests, which have a beginning, middle, and end. Use the component to set quest icons to appear on objects related to your quest.

📑
⚙️

This is <b><i>bold and italicised</i></b> text.

This is bold and italicised text.

<color=#FF0000FF>This sentence is red and these words are <b>bold and red</b></color>.

This sentence is red and these words are bold and red.

Linear (Narrative) Players must complete all quests in a specific order to progress a story or flow

Branching (Replay value) Players choose which optional quests to trigger, for a more open world feel

Both Linear & Branching Players unlock optional side quests or "quest lines" (choose your own adventure)

"Bark"

The player gets close enough to an NPC to see a Speaker component pop up a box of text.

Note: A "bark" may be used instead of a quest giver.

Dialogue - Inform/Hint

One or more Asker behaviours may be set with a question or statement and up to four answers.

Note: Answers can send messages to trigger other Askers. Toggle should be applied to turn Askers on/off when necessary. Don't forget to set the Toggle's initial state for each Asker!

Quests
Forum
Objectives
Indicator
Seasons and Events

PLAYER ICON - EXCLAMATION MARK

  • Directs players to start a quest

  • Appears when a quest is unlocked

  • Disappears when a quest is launched

BUILDER SETUP

PLAYER ICON - TARGET

  • Directs players to locations, collectable objects, enemies to kill, objects to interact with (to send a message), etc.

  • Appears when a quest is launched

  • Disappears when a quest condition is met

BUILDER SETUP

PLAYER ICON - QUESTION MARK

  • Directs players to an object to close the quest

  • Appears when a quest condition is met

  • Disappears when a quest is complete

BUILDER SETUP

Game Client & Game Maker UI

Software UI is only available in English (e.g., menus) at this time.

Text Fields (Dialogue, Quests, Popups, etc)

Information creators enter into text fields:

  • 3 special fonts support Chinese, Korean, and Japanese

Dialogue
Learn more

- set the quest conditions

- apply this component to an object

Click Add+ next to Giver and select the quest name from the dropdown list to make the icon appear above the object during play

- set the quest conditions

- apply this component to one or more objects, which are the condition set in Step 3 of the Quest setup (Quest Type)

Click Add+ next to Objective and select the quest name from the dropdown list to make the icon appear above object(s) during play

- set up quest conditions

- apply this component to an object

Click Add+ next to Receiver and select the quest name from the dropdown list to make the icon appear above the object during play

2 basic fonts support thousands of languages (see and for lists)

Noto
Teko
Indicator
Indicator
Indicator
Store Player Name
Quest Types
Objectives
Objectives
Objectives
Cover
  • Detect players, "bark" to get attention (can send player source data)

  • Simulate a conversation between NPCs

Cover
  • Player dialogue with NPCs (can send player source data)

  • Quizzes

Cover
Cover
  • Title (with colour selection)

  • Description per Element (how to earn points)

Cover
Cover
  • Type \n to add a line break

Cover
Cover
Cover
  • 1 top center slot, 5 slots on the left side, 5 slots on the bottom

Cover
  • Game Client loading screen

Cover

component (object)

behavior (object)

(object text), toggled on and off with behaviour

(object)

- New quest name appears in a temporary banner (fixed duration)

UI - Quest descriptions (right)

Players scroll UI with and keys

- rule (display a short text variable in the banner for a custom duration)

- (display a medium title and long text in the body)

- slot names and variable values

Experience title and description

& Experience Page

an Experience in the Game Maker Gallery

Speaker
Asker
Indicator
Actor Property Switcher
Crowd Event
Objectives
Objectives
Map
⬆️
⬇️
Game Rules
Game Rules
Game Rules
Experience Page
Start Screen
Share
Banner
Popup window
HUD
Text
Cover