Welcome, Guest. Please login or register.

Author Topic: Creating games with Backbone - Step by Step for beginners!  (Read 37113 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline CammyTopic starter

Creating games with Backbone - Step by Step for beginners!
« on: November 13, 2012, 11:47:09 AM »
This is an on-going tutorial Rebel and I are making which will explain how to use Backbone to create your own video games. Backbone is a game creation kit for AmigaOS 3.x which is fully GUI-based, there's no programming or scripting required to make your very own games, similar to but much more powerful than SEUCK.

Eventually I would like to publish this tutorial along with others in our own free Amiga guidebook, but for now we're posting it online so people can follow along step by step, hopefully creating their own games along the way.

With Backbone you can create platformers and run & guns like Ruff & Tumble or Superfrog, as well as overhead shooters like Alien Breed or The Chaos Engine.

You can download Backbone for free from Aminet here:

http://aminet.net/package/dev/misc/Backbone_Full
http://aminet.net/package/dev/misc/Backbone_Upd
http://aminet.net/package/dev/misc/Backbone_Key

Also you should install Personal Paint if you haven't already got it, it's a very good program for working on game graphics.

http://aminet.net/package/biz/cloan/PPaint

Extract the Full archive and install it first, then extract the Update and install it over the top of the files from the Full archive, then extract the Key and copy it to the Backbone drawer. Now you have a fully working and registered copy of Backbone installed, and you can start making your own games.

In this tutorial we will be using this image for both the blocks and the objects. You can download it and use Personal Paint to convert it to an IFF/ILBM file for use in Backbone.

« Last Edit: November 13, 2012, 11:51:10 AM by Cammy »
A1200 030@28Mhz/2MB+32MB/RTC/KS3.1/IDE-CF+4GB/4-Way Clockport Expander/IndivisionAGA/PCMCIA NIC
A1200 020@14Mhz/2MB+8MB/FPU/RTC/KS3.0/IDE-CF+2GB/S-Video
CD32 020@14Mhz/2MB+8MB/RTC/KS3.1/IDE-CF+4GB
A600 030@30Mhz/2MB+64MB/RTC/IDE-CF+4GB/Subway USB/S-Video/PCMCIA NIC/USB Numeric Keypad+Hub+Mouse+Control Pad
A500 000@7Mhz/512kB+512kB/ROM Switcher/KS3.1+1.3/S-Video

Get AmigaOS
 

Offline CammyTopic starter

Re: Creating games with Backbone - Step by Step for beginners!
« Reply #1 on: November 13, 2012, 11:47:57 AM »
Backbone Tutorial



Getting Started

Load Backbone and start a new project. Select "New" from the Project menu, type the name of your game in the ASL requester that opens, and press OK.

Click on "Screen Setup". Click on "Recommended", then close the window. Now open it again and click "Recommended" again (a bug sometimes prevents Backbone from remembering the first selection). Change the settings as follows:

Resolution: Lowres
Colours: 16
Block Size 16x16
Screen Height: 176
Screen Width: 256
Normal Scroll Lag
Slide Horizontal Scrolling
Chunky Vertical Scrolling
Side View
Gun: Weapons Enabled

Close the Screen Setup window and select "Save" from the Project menu. Always remember to save your work frequently!



Creating Your Player Character

Click on "Image Editor". Change the Colours to "16" and turn "Auto Mode On". Click "Pick Image" and select a bitmap image with sprites on it from the ASL requester. The image should open and you should be able to click and draw a box around the first frame of the object you want to create. Generally the sequence will start with the standing still frames, followed by walking, jumping, falling, dying, climbing, crawling and shooting frames. Clicking "Pick Image" again will let you select the next frame, and automatically move to the next one so you can pick it up. If you ever make a mistake, you can just click or scroll back through the frames and re-select the one you want. When you have picked up all the frames of your object, or at least as many as you have for now, click "Save Objects" and type the name of your object, then click "OK" to save.



Assuming you have just created the object for your player character, close the Image Editor window and click "Edit Player". Click "Pick" to select the Player Object File and select the player character object you have created. You may customise the options to suit your needs, but for this example tutorial change the settings as follows:

Move Speed: 4
Fall Speed: 5
Jump Speed: 7
Acceleration: 1
Climb Speed: 2
Jump Height: 48
Crawl Speed: 3
Energy: 100
Lives: 3
Height: 20
Crawl Height: 14
Width: 8
Invincability Timer: 30
After Death: Restart Level
Powerhead Off



Now click on "Set Frames" and adjust the settings to include the First Frame and Number of Frames for each of the player's positions. Don't select any weapons yet, this setting lets you choose particular frames for each of the weapons you pick up throughout the game. We will come back to it later, for now just make sure your player has Still, Moving, Jumping, Falling and Dieing frames, and close the window.

Close the "Edit Player" window and select "Save" from the Project menu.



Creating Your Blocks

Click on "Block Maker" and then "Load Picture". Select the bitmap image with your blocks on it from the requester and click "OK". Click the mouse button once you have viewed and confirmed you selected the right picture. Click on "Grab Blocks" and type the name you'd like to call this block set, then click "OK". You will now be asked to click on the last block to cut out from the image. Click "OK" then select the last block in the set. Backbone will cut out the blocks and save them, so press "OK" and close the Block Maker window.

Save your project.

Click on "Edit Blocks" and "Pick File" then select the Block file you just made and click "OK". Click "Solidity" click once on each of the blocks that are used for the ground. This will put a box with a large X over each of these blocks, representing that they are fully solid and can't be fallen or jumped through. Now click twice on any above-ground blocks that are used as floating platforms or tops of objects that can be jumped onto. This will put a half-box with a squashed X in it, representing a block that the player can move in front of, but still jump on top of. Click three times on any tiles that are ladders or ropes, and four times on the tiles representing the tops of those ladders and ropes. You will see the ladder pattern and a ladder with a platform top to represent these kind of blocks. Click on "Done" once you have finished editing the solidity of the blocks.



Other Block Details

You can create animated blocks for your levels, which can be made up of up to four frames of animation each. Animated tiles can have their frames playing in an ordered or random loop. The sequence of frames follows horizontally to the right of the first frame.

Blocks can have parts visible in front of the player, giving the appearance you are walking behind something in the foreground. Every foreground block needs to be overlaid on top of another tile, which the player will pass between. The foreground object should be surrounded by colour 0 in the palette, these areas will be clear, showing the player as you pass between the tiles. When creating a foreground tile, click on the background block first, then the object that will be drawn over the top. Remember when placing the tiles to use the background tile in your level map, not the foreground one, it will be overlaid automatically by Backbone.

Some blocks can be destroyed in the game if the player picks up the PowerHead collectible item and hits the block with their head. Click on the "Destroyable" button. To make a block destroyable by PowerHead, it must be clicked on twice so the tile has a small, crossed rectangle in the lower half. This represents that it must be hit from below to be destroyed. The other methods of destroying blocks weren't implemented in Backbone so don't use them. When a block is hit and destroyed it will change to the block beside it, to the right. If you want it to change to a blank or non-solid block it must follow the destroyable block.

You can also have blocks that hurt or kill the player upon contact with them or by falling on top of them. There are four Danger levels for blocks, they can hurt the player and drain their energy the whole time they are in contact with the block, or they can kill instantly as soon as the player touches them. They can also have these properties, but only when fallen on top of, and won't harm the player if they walk past them, represented by a small or large X and a small rectangle below. Applications for these types of blocks could be water, lava or spikes for example.


Editing Your Levels

Finally we get to the fun part! After saving your game, click on "Edit Levels", then "Edit Level", which will open the editor for Level 1 using the first Block Bank you created. You can cycle through available Block Banks for later levels when you have made them. The first thing you should do is click "Pick Block" and choose a solid block and begin drawing your platforms. When choosing a tile, click carefully. Backbone lets you pick up multiple blocks at the same time, so you can sometimes accidentally pick up more than one when you don't mean to. Clicking the Right Mouse Button in the editor will delete a block. Build your level. Before you can leave, you must set a sensible Starting Position, as well as making one condition to finish the level. To save time for now, choose a single Condition and choose an area to End At. This means your player must get to this area to finis the level. Additional finishing conditions can be added, such as forcing the player to get to a certain area first, such as a checkpoint, before they arrive at the end point. You can also require the player to kill a certain amount of enemies or collect certain objects before they can finish the level.

Once you have finished building an area large enough for your player character to play in, close the level editor window and click "Yes" when asked to save the level. Click OK, close the "Edit Levels" window and save your project from the Project menu.



Creating and Testing Your Game

From the Creation menu, select "Create and Run", and click "OK" in the ASL requester, and Backbone will compile your game to your Ram Disk. Once it has finished compiling, click the "OK" button and your game will start. If you did everything correctly, you should be able to run around and jump inside your game world. Try to see if all the jumps are possible, if there are any areas where you get stuck, and if all areas are accessible so you will know which parts to fix when you edit the level again. To quit from your game, press Ctrl C.


To be continued...
A1200 030@28Mhz/2MB+32MB/RTC/KS3.1/IDE-CF+4GB/4-Way Clockport Expander/IndivisionAGA/PCMCIA NIC
A1200 020@14Mhz/2MB+8MB/FPU/RTC/KS3.0/IDE-CF+2GB/S-Video
CD32 020@14Mhz/2MB+8MB/RTC/KS3.1/IDE-CF+4GB
A600 030@30Mhz/2MB+64MB/RTC/IDE-CF+4GB/Subway USB/S-Video/PCMCIA NIC/USB Numeric Keypad+Hub+Mouse+Control Pad
A500 000@7Mhz/512kB+512kB/ROM Switcher/KS3.1+1.3/S-Video

Get AmigaOS
 

Offline bloodline

  • Master Sock Abuser
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 12113
    • Show only replies by bloodline
    • http://www.troubled-mind.com
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #2 on: November 13, 2012, 12:23:00 PM »
Nice one! I have never looked at Backbone before... Looks like a great way to test out game ideas and assets!!

Offline Templario

Re: Creating games with Backbone - Step by Step for beginners!
« Reply #3 on: November 13, 2012, 03:56:46 PM »
Good work Cammy, with this tutorial for the people of Amiga classic.
Amiga 500 with ROMs 1.3-2.05 and M-Tec AT 500 with hard disk and 4MB Ram.
WinUAE + Original OS 3.5&3.9
Sam440ep 800 MHZ + OS 4.1 F.E.
Sam460ex 1 GHz + OS 4.1 + Update 6. K.O.
MacMini 1.5 GHz + MorphOS 3.9
PowerBook G4 1.65 + MorphOS 3.9
 

Offline CritAnime

  • Previous Life Time Member
  • Hero Member
  • *****
  • Join Date: Jun 2011
  • Posts: 1143
    • Show only replies by CritAnime
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #4 on: November 13, 2012, 03:57:24 PM »
NICE! Downloaded this and as soon as I get finished with work I will give it a whack.

Offline giZmo350

  • Lifetime Member
  • Hero Member
  • *****
  • Join Date: Apr 2005
  • Posts: 2055
  • Country: 00
  • Thanked: 29 times
  • Gulfport, Miss
    • Show only replies by giZmo350
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #5 on: November 13, 2012, 05:05:14 PM »
Thanks Cammy & Rebel! I always wanted to make my own games!
A500: 2MB Chip, 8MB Fast, IndiECS, MiniMegi, IDE4ZorroII on Z-500, KS1.3/KS3.1, WB3.1&BWB
 
A2000HD: 2MB Chip, 128MB Fast, P5:Blizz 2060@50MHz, PCD-50B/4GBCF, XSurf100, RapidRoad, IndiECS, Matze RTG, MiniMegi, CD-RW, SunRize AD516, WB3.9
 
A1200: 2MB Chip, 64MB Fast, 4GBCF, GVP Typhoon 030 @40MHz w/FPU, Subway USB, EasyNet Ethernet, Indi AGA MKI, FastATA MK-IV, Internal Slim CD/DVD-RW, WB3.5

Surfing The Web With AMIGA Is Fun Again!
 

Offline som99

  • Lifetime Member
  • Hero Member
  • *****
  • Join Date: Sep 2005
  • Posts: 1566
    • Show only replies by som99
    • http://www.som99.se
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #6 on: November 13, 2012, 05:15:39 PM »
Thanks Cammy and Rebel for your work put in to the community! You two rock :D
 

Offline giZmo350

  • Lifetime Member
  • Hero Member
  • *****
  • Join Date: Apr 2005
  • Posts: 2055
  • Country: 00
  • Thanked: 29 times
  • Gulfport, Miss
    • Show only replies by giZmo350
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #7 on: November 13, 2012, 05:26:36 PM »
For best results, should this be installed on an AGA machine or can any Amiga be used?
A500: 2MB Chip, 8MB Fast, IndiECS, MiniMegi, IDE4ZorroII on Z-500, KS1.3/KS3.1, WB3.1&BWB
 
A2000HD: 2MB Chip, 128MB Fast, P5:Blizz 2060@50MHz, PCD-50B/4GBCF, XSurf100, RapidRoad, IndiECS, Matze RTG, MiniMegi, CD-RW, SunRize AD516, WB3.9
 
A1200: 2MB Chip, 64MB Fast, 4GBCF, GVP Typhoon 030 @40MHz w/FPU, Subway USB, EasyNet Ethernet, Indi AGA MKI, FastATA MK-IV, Internal Slim CD/DVD-RW, WB3.5

Surfing The Web With AMIGA Is Fun Again!
 

Offline SamuraiCrow

  • Hero Member
  • *****
  • Join Date: Feb 2002
  • Posts: 2280
  • Country: us
  • Gender: Male
    • Show only replies by SamuraiCrow
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #8 on: November 13, 2012, 07:02:00 PM »
@Gizmo350

I think Backbone was written in AmosPro so it should work on any Classic Amiga with the proper amount of RAM.
 

phoenixkonsole

  • Guest
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #9 on: November 13, 2012, 07:13:39 PM »
Nice!
Is it possible to make 2 player games with Backbone?
 

Offline ChaosLord

  • Hero Member
  • *****
  • Join Date: Nov 2003
  • Posts: 2608
    • Show only replies by ChaosLord
    • http://totalchaoseng.dbv.pl/news.php
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #10 on: November 13, 2012, 07:22:24 PM »
Quote from: gizmo350;714837
For best results, should this be installed on an AGA machine or can any Amiga be used?

You can use any Amiga you want, but for best results you should use an AGA Amiga because AGA Amigas have more bandwidth, which allows blitting to proceed faster.

Remember it was written in AMOS so its not some sort of speed demon.  Running it on an AGA machine helps it a little.  Having a fast CPU helps some too.

Edit:
Doggone it!  I just realized... due to the way it is probably coded... it probably makes no difference whatsoever if you use an ECS or AGA Amiga. :(  It probably opens a PURE ECS screen using 32-bit alignment which means you won't get the speed boost on AGA.  AGA gets its speed boost from 64-bit alignment.
« Last Edit: November 13, 2012, 07:26:33 PM by ChaosLord »
Wanna try a wonderfull strategy game with lots of handdrawn anims,
Magic Spells and Monsters, Incredible playability and lastability,
English speech, etc. Total Chaos AGA
 

Offline yssing

  • Hero Member
  • *****
  • Join Date: Apr 2002
  • Posts: 1517
    • Show only replies by yssing
    • http://www.yssing.org
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #11 on: November 13, 2012, 09:19:41 PM »
Is the source for backbone available?
 

Offline CritAnime

  • Previous Life Time Member
  • Hero Member
  • *****
  • Join Date: Jun 2011
  • Posts: 1143
    • Show only replies by CritAnime
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #12 on: November 13, 2012, 09:36:09 PM »
Has anyone played with this yet. I won't get chance to use it till the weekend but I want to know if it had the ability to do rpg stuff. I have had an idea in my head for a while but not had the ability to do anything about it.

And my pimped out 600 should eat this software easily then?

Offline CammyTopic starter

Re: Creating games with Backbone - Step by Step for beginners!
« Reply #13 on: November 13, 2012, 09:50:29 PM »
Unfortunately you can only make single player games in Backbone, the source code isn't available, it's not AGA-enhanced, and it's not really suitable for RPGs, sorry!

Backbone games can be a bit slow when the screen size is large and there's a lot going on, but any Amiga with a 030 and Kickstart 3.x should be able to run the games well. The software itself even works on a 2MB 68000 A600, and so do the games, slowly.
A1200 030@28Mhz/2MB+32MB/RTC/KS3.1/IDE-CF+4GB/4-Way Clockport Expander/IndivisionAGA/PCMCIA NIC
A1200 020@14Mhz/2MB+8MB/FPU/RTC/KS3.0/IDE-CF+2GB/S-Video
CD32 020@14Mhz/2MB+8MB/RTC/KS3.1/IDE-CF+4GB
A600 030@30Mhz/2MB+64MB/RTC/IDE-CF+4GB/Subway USB/S-Video/PCMCIA NIC/USB Numeric Keypad+Hub+Mouse+Control Pad
A500 000@7Mhz/512kB+512kB/ROM Switcher/KS3.1+1.3/S-Video

Get AmigaOS
 

Offline CritAnime

  • Previous Life Time Member
  • Hero Member
  • *****
  • Join Date: Jun 2011
  • Posts: 1143
    • Show only replies by CritAnime
Re: Creating games with Backbone - Step by Step for beginners!
« Reply #14 on: November 13, 2012, 10:04:03 PM »
That's cool. Maybe that's something I eventually learn myself. But for the time been I shall give this a go.

Due to the needed resources to run this would you say an emulated environment would be best?