Basic Tutorial

This page will show you how to create custom in-game elements using the Gamecraft Engine.

Basics
Before you begin construction of your custom game, you need to select Gamemaking as the gamemode for the world where your game will be made.

As with Adventurecraft, there will be a pallete where you can customise everything in the world, including things not possible in normal Minecraft, such as Floating Ladders.

But unlike Adventurecraft, everything else can be customised within Gamecraft, this includes blocks, items, biomes, structures, mobs and even the characters.

Dialogues
To add a dialogue, just type in the corresponding code for triggering dialogues. In this case, when the player acquires a target briefcase.

/code adddialogue:[dialogue file name]:actiontrigger=briefcase_pickup_successful

Whereas [dialogue file name] is the File Name of your dialogue files. Below is a completed example.

/code adddialogue:yeah.avi:actiontrigger=briefcase_pickup_successful

When this code runs, the player will say "Yeah!", if that's what's being recorded in the "yeah.avi" file.

Note that there must be a sounded video file in the place of [dialogue file name], or else the code will be considered a junk code and won't run. Below is an error told to the mod maker by a map maker.

/code adddialogue:nope.txt:actiontrigger=briefcase_pickup_successful

Nope.txt is a text file, which is why the code won't run.

Now it's time to code the action for a dialogue. below we have a taunt dialogue made for killing Creepers.

/code adddialogue:creepertaunt.avi:actiontrigger=[action]

Likewise, [action] is where the corresponding action code is placed. Below is a completed example.

/code adddialogue:creepertaunt.avi:actiontrigger=player_attack_creeper_kill

With this code running, the player will shout a taunt to the killed Creepers.

Cutscenes
To add a cutscene, just type in the code for activating cutscenes. Most cutscenes are activated by reaching a checkpoint or defeating a boss, while some are activated by completing missions. In this case, the player manages to defeat Herobrine.

/code addcutscene:[cutscene]:actiontrigger=player_attack_herobrine_kill

Like dialogues, you place a video file at where [cutscene] is.

/code addcutscene:ending.avi:actiontrigger=player_attack_herobrine_kill

With this code, ending.avi will play after you defeat Herobrine.

Game Makers are advised not to use video files made with Source Film Maker and Garry's Mod as they tend to cause problems with the Gamecraft Engine.

Now for checkpoint activated cutscenes:

/code addcutscene:ofbloodandoil.avi:actiontrigger=player_reach_checkpoint_[#]

[#] is the checkpoint in which the cutscene will be activated.

Blocks
To add a new block, one just input the information of the new block into the form below.

blockname= blockstrength= naturalspawn= structuralspawn= otherspawn= property=

In this case, we add the information for Nitro.

blockname=Nitro blockstrength=0 naturalspawn=no structuralspawn=no otherspawn=no property= {explosion_timer:0}:{explosion_strength:50}:{explosion_damage:2>20}

All 3 spawn code is left at "no" so Nitros can only appear by 3rd party programs. But what about crafting it? Well, see below...

otherspawn={/code player_crafting_Nitro:[A=redstone][B=redstone][C=redstone][D=redstone][E=tnt][F=redstone][G=redstone][H=redstone][I=redstone]}

For the crafting recipe codings, see Advanced Codings page.

Items
To add an item that serves no special purpose (other than being an ingredient), the codes below is used. itemname: itemdurability: containerspawn: otherspawn: durability: damage: protection: enchant: Now to create an item. In this case, a Bulletproof Vest. itemname: Bulletproof Vest itemdurability:no containerspawn: {amount:2}{spawn:gunshop_shop}{spawn:armory_chest} otherspawn:no damage:no protection:1000 enchant:yes itemdurability determines how many times can the item be used as a weapon before breaking. damage determines the amount of damage the item can deal when held on hand. protection determines how much damage can it take when worn as an armor, and also whether it can be worn as an armor.

Mob
One can use the codes below to add a custom mob. mobname: mobhealth: mobspeed: attack: others: skinfile: In this case, we create a Civilian type Cursed Mannequin. mobname: Cursed Mannequin mobhealth:20 mobspeed:2 attack:2 others:{lightlevel:no}{equip:no}{attitude:hostile} skinfile: folder:cursedmannequin/folder:civilian mobhealth determines the amount of health the mob has. mobspeed determines the amount of blocks the mob can move past in 1 second. attack determines the attack damage of the mob. lightlevel determines which level of brightness can allow the mob to spawn. equip determines whether the mob can use items, and if yes, what is used. attitude determines whether the mob is passive, neutral, or hostile. skinfile determines the look of the mob, note that leaving nothing after the folder code causes the game to pick a skin in that folder at random

Should the mob be capable of range attack, you will need to change the attack stat a bit. As below. attack:{10}{homing:advance}{range:16}{explosion:yes}{griefdamage:20}{useimage:fireball.PNG} In this case, the Tactical Assault Ghast's fireball attack. Note that grief damage determines the amount of damage the projectile can cause.

That is all the basic codings. For more advanced codings, see Advanced Tutorials.