🔹Using Assets & Objects
What is an Asset? How does it become an Object in Game Maker?
Last updated
What is an Asset? How does it become an Object in Game Maker?
Last updated
Copyright ©The Sandbox. All Rights Reserved.
Assets, or Entities, such as buildings, trees, characters, player equipment, etc. can be used for decoration, storytelling, and interactive play.
If you're creating Assets for your own Experience, you do NOT need to mint them in order to use them. They must be uploaded to your Workspace on the same account as the Experience.
An Asset's size and appearance can NOT be changed in Game Maker.
Once the final version of an asset is decided, it can be minted. Then it becomes an ERC-1155 smart contract token, or a non-fungible token (NFT), which can be monetised, traded, and collected via the Marketplace. This allows others to use it for game design or play.
Learn more about owning NFT Assets.
NEW GAME MAKER 0.9 FEATURE - Grid System
Learn how easy it is to customise the grid to your needs and snap for easier level design, movement, and rotation.
Elements such as Blocks, Logic Actors, and Assets, populate your Experience and make it interactive. Select one with a left click from the Library or from your Toolbar shortcuts. You can also drag and drop directly from the Library to the Viewport.
For Blocks, Logic Actors, and Assets, the controls to place, duplicate, and remove are:
Left Click to place an Element
Hold the SHIFT key to snap to the grid
Press CTRL+D to duplicate an object
Keep in mind it may save time to set up the object's logic before duplicating
Right Click to remove an Element or press the DELETE key when it is selected
Use the Avatar Settings button in the the Properties Panel to open them in .
X: is the Horizontal Axis: from Left to Right
Y: is the Vertical Axis: from Bottom to Up
Z: is the Depth Axis: from Front to Back
X: is a rotation around the X axis
Y: is a rotation is around the Y axis
Z: is a rotation is around the Z axis You can use the Rotate tool on for multiple objects at once. The pivot point of Rotation is automatically defined at the center of all the selected objects.
A small blue marker hovers above the Avatar Spawner in Editor Mode. If the spawner is located outside of the Viewport, it appears at the screen edge. Click the marker to refocus the camera on the spawner.
Add More Elements to Your Library
Create a Toolbar Shortcut
Search and Filter Elements
The Avatar Spawner is the default object that spawns the Avatar in each Experience. Since this object is required to start any game, it can't be removed, but it can be set as invisible. In the , it is named Avatar Portal.