View Other Content
Categories See All →
Getting started with Rapid2D
First, we'll open Rapid2D.exe. We'll be greeted with the following window:
The big black square is where you'll construct your game.
As you'll see later, this is where all of your game objects will be displayed. You can drag them around and create your game exactly the way it will be presented to the player
Box 1: The Menu
By clicking the rocket, the menu below will appear.
Save as will, of course, save your project. Load allows you to load a different .r2d project, and New Project launches nuclear missiles (although, probably not. It definitely allows you to start a new project though).
About Rapid2D will give you some information about the engine
Exit will close Rapid2D gracefully
Release exports your project to a visual studio solution, enabling you to edit your scripts and have a finer control over your game.
Box 2: Compile Button
This will do the same as the Release button, but saves you an extra click to open the menu
Box 3: Scenes
Here you can see your created scenes, add new ones with the + button, or delete ones with the - button.
A scene is a collection of layers (and subsequently game objects on those layers), that are separated from one another. You could have a scene for every game level, perhaps another for the main menu, a credits scene, highscore table etc.
By selecting different scenes, the game viewer window (the black square we spoke about), will reflect the relevant GameObjects
Box 4: Scene Info
After selecting a scene from the list, you can rename it here
Box 5: Message Window
This will display various messages from the engine, such as successful saving, loading and compiling
Box 6: Project Files
Here, you can see your project's scripts and textures
The C++ button will create a new script, after prompting you for a name for it.
When a texture is selected, the i button will present...
Box 1: Texture Info
Here, you can see a preview of the image in the middle, and a confirmation of the texture name at the top.
The Is Sprite check box marks this texture as an animated sprite.
The Rows and Columns values should reflect your sprite sheet.
Any game object with a sprite texture applied to it will animate right here in the game viewer window.
Now, onto Layers
Box 1: Layers
A list of layers in the currently selected scene
Layers separate different groups of game objects, placing certain game objects 'on top of' others.
You might want player characters to appear on top of floor tiles, or transparent clouds to appear ontop of a mountain background. Maybe you want a handful of layers to create a deep parallax background.
As before, '+' button will add layers, '-' button removes them.
Box 2: Layer Info
Here, you can rename the layer to whatever you want.
You can also set the layer depth. The higher this number is, the further back that layer will be in relation to other layers
Box 1: Game Objects
A list of game objects in the currently selected layer.
Selecting one will update...
Box 2: Game Objects Info
Name sets the name for the object
Tag will set the object tag, which can be used later, in scripts, to recognise certain collections of objects
Physics Body will make the object able to collide with other physics body objects
Dynamic will allow the object to move around the scene
Density is the effective weight of the object in physics terms. It will be harder to move high density objects
Friction is the rate at which the object will lose physical force
Bounce will alter how much it deflects objects colliding with this object
Position changes the objects X and Y values in the scene
Scale will change the size of the object's texture and collision size accordingly
Scrolling down the Game Objects info section, we'll see the following
Rotation is the offset, in degrees, that the object will be rotated. For example, 180 will result in the object being upside down. 90 will result in the top of the object now facing right, etc.
Images displays a list of associated textures for this GameObject. Double clicking a texture in the project files while a GameObject is selected will add it to this list. Double clicking a texture in this list will set the default texture for the GameObject.
Script is the associated script for this GameObject. Much like the textures, double click a script in the project files to apply a script to an object
Hopefully that's given you a good introduction to the Rapid2D Editor, and how to navigate it. If you have any questions or have something to say, feel free to reply and I'll try my best to help you further