Voxel Game Maker

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.