Docs
How to use Voxel Game Maker, from your first model to an exported game, and everything about Quick code.
User guide
- Getting startedInstall Voxel Game Maker, find your way around the welcome window, and make something in your first ten minutes.
- The editorA tour of the editor window, its tabs and panels, and where to find every command.
- ModelingBuild and paint voxel models, use the palette and mirrors, and animate models with frames or parts.
- Building levelsPlace and arrange models in a level, shape the ground, add zones and sky, and join levels into worlds.
- Behaviors and itemsMake objects do things with behaviors, set up items and the inventory, and design HUDs.
- Playing and testingPlay your game from the editor, use the debug keys, and read the Output panel.
- ExportingTurn your project into a standalone game folder you can share with other people.
- Game settingsSettings for the game as a whole, from the camera and goal to player stats, lives, saving and graphics.
- FAQ and troubleshootingAnswers to common questions and fixes for common problems.
Quick code
Guide
- Getting startedWhat Quick code is, where you type it, and a first script.
- The languageValues, variables and their scopes, maths, text, conditions and loops.
- FunctionsWriting functions, return values, closures, functions as values, and methods on tables.
- Lists and tablesLists (numbered items), tables (named values), and the functions that work on them.
- Objectsself, player, object() and objects(); moving, turning, easing, following; their fields and their own values.
- Waiting, timing and taskswait, game time, wait_until, and running several things at once with run_async, every and after.
- Events and messagesEvent nodes, reacting to events from code with on(), and scripts talking to each other with send / on_message.
- Finding things in the worldnearest, objects_near, line of sight, raycasts, ground tiles and walking paths.
- InputKeys, the mouse, gamepads, and the game's own controls (which players can change).
- Libraries, data tables and object valuesSharing functions across a script and across the game, keeping game data in tables, and objects' starting values.
- Checking and debuggingCheck's mistakes and warnings, print and watch, breakpoints and stepping, the profiler, and catching errors.
- The same without codeBuilding the same behaviour from script nodes, and which node matches which code.
- Coming from Lua or RPG in a BoxWhat's the same as Lua, what's different, and a Bauxite translation table.
Cookbook
- ExamplesReady-to-use recipes — doors and keys, enemies, bosses, waves, shops, timers, elevators, lasers, loot tables and more.
Reference
- Function referenceEvery game function, object command and field, and the language's own functions. Generated from the code.
- ChangelogWhat changed in each version of Quick code.