GAMELOOPER DESKTOP APP

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1 GAMELOOPER DESKTOP APP INTERFACE Home Screen Home Screen is the black screen that opens up when you open GameLooper. You can also reach Home Screen by pressing Go To Home button in the top left corner of GameLooper. You can go to tutorials, create a new project, load a project or connect/disconnect your Dropbox account from Home Screen. Menu Bar On the top, you can see the Menu Bar. Go To Home and Save Project buttons is on the left and Basic Mode / Pro Mode radio buttons are next to them. Zoom In, Zoom Out and Focus to Center buttons are in the middle. You can also manually write the zoom percentage next to zoom buttons. If you are in a tutorial you can see Objectives, Last Video and Maximize/Minimize Video buttons on the right side of the menu bar Game Design Screen When you open a project file or create a new one, Game Design Screen opens up where you can design the looks and properties of your game. You can see tabs on the left where you can manage the screens, images, animations, sounds, variables, game objects etc. Project settings are at the top of all these tabs with the project name written on it. You can see Properties Bar on the right when you select an object or a screen. Project settings also opens up on the right. In the middle is our current Game Screen. You can drag & drop objects and design your game screens. This screen has analytical coordinate system properties. X represents horizontal properties and increases from left to right. Y represents vertical properties and increases from top to bottom. Top Left corner of a game screen is a point where X equals 0 and Y equals 0. Anything on top of the visible screen means Y equals a negative number, similarly anything on the left of the visible screen means X equals a negative number. Mechanics Screen When you click the Open Mechanics button with a gear on it, next to the screen name under SCREEN tab on the left, you enter Mechanics Screen. Every screen has different mechanics and Mechanics Screen. On the top left, you can see the thumbnail version of the game screen. On the left, you can see the Block List to create code blocks and algorithms to define the mechanics of the game. You can see Trash Bin to delete any unnecessary code blocks. Just drag and drop the blocks onto the Trash Bin. We recommend dragging code blocks from their relatively top left corners.

2 To exit the Mechanics Screen, press the X button in the top left corner of Mechanics Screen, under the Menu Bar. Objectives Screen If you are in a tutorial, you can see Objectives buttons on the right side of Menu Bar. Clicking Objectives button opens up Objectives Screen with listed tutorial objectives. Each objective has a video button on the right and completed objectives has a green tick on the left. Panning around a screen To move around Game Design or Mechanics Screen, you can right click on your mouse and drag. Copy and paste You can select a game object or code block and press Ctrl+C and then Ctrl+V on your keyboard to copy and paste it (On Mac, press Command+C and then Command+V ). Same game object or code block will be added on the screen. What are Basic Mode and Pro Mode In Basic Mode, there are fewer tabs in Game Design Screen, and there are fewer code blocks in Mechanics Screen. Basic Mode is to design the game only. In Pro Mode, you can find the tools to make your game ready to publish on Apple App Store and Google Play Store. ANALYTICS, GAME NETWORK, IN APP PRODUCTS AD UNITS and NOTIFICATIONS tabs are added to the left of Game Design Screen and necessary code block are added under when and do block lists. Switching between Basic Mode and Pro Mode To switch between Basic Mode and Pro Mode, use the radio buttons next to Save Button on Menu Bar. Switching between Basic Mode and Pro Mode relaunches you game. Don t forget to save your work before switching. TUTORIALS What are tutorials for? GameLooper Desktop App has embedded tutorials to teach how to use GameLooper and how to create different mobile game types. If you are new to algorithms or game creation, we recommend to start with the tutorials. Selecting a tutorial On the home screen, choose GO TO TUTORIALS, select the game you want to create and select the tutorial you want. We recommend to complete tutorials in their order. Before selecting a tutorial, you can watch the gameplay video by pressing video button on the left of the tutorial logo. You need internet connection to watch videos. To close the video, use the X button on the bottom. Completing tutorials When you enter a tutorial, you can see your objectives on the right top corner of Menu Bar. Each game consists of several tutorials and each tutorial covers one feature of that game.

3 GameLooper tutorials give you step-by-step objectives. When an objective is completed, a green tick mark appears on the left. You can watch the video of an objective on the right to learn how to complete it. You need internet connection to watch videos in the tutorials Controlling tutorial videos Each objective has a video showing how to complete it. You can watch this video by pressing the video button on the right of that objective. You can minimize or close the video on the top right corner of the video. If you have closed the video window and started completing the objective, you can reopen the video by pressing the video button next to objectives button on the top right corner of GameLooper. To maximize the video when minimized, press the maximize button next to video button on the top right corner of GameLooper. If you have a connection problem with a video inside GameLooper, you can press YouTube logo on the bottom right corner of that video and watch it on YouTube website in your browser. Where are the tutorial project files When you open your first tutorial, a folder named GameLooper Games is created on your desktop. As you open tutorials, folders with the name of that tutorial will be created inside GameLooper Games folder. CREATING A PROJECT Creating a new project You can create your own project by clicking CREATE NEW PROJECT on the home screen. Choose a name for your game, choose the orientation of your device, and press the green + button to create the project in a specific folder on your computer. You will use this folder to store the project files. Changing Project Settings You can see your project name right above the SCREEN tab on the top left side of GameLooper. Clicking this button opens up settings of your project on the right side of the screen. You can change the resolution of your game by adjusting Project Width and Project Height. You can change the device orientation by choosing either Is Landscape or Is Portrait. Project Width value is always the resolution of the short side of the device, regardless of the orientation. We recommend using 640x960 resolution for compatibility of all devices. You can also add gravity to your project under project settings. Gravity X is horizontal gravity with positive values being to the right and Gravity Y is vertical gravity with positive values being to the bottom.

4 IMAGES AND SOUNDS Importing images and sounds into a GameLooper project Just place your assets (images, sounds and sprite-sheet animations) into your project s folder. You determine this folder when you first create your project. GameLooper automatically recognizes your image and sound files inside your project folder. You can see your images under IMAGE tab on the left side of GameLooper. GameLooper only recognizes.png files. You can see your sound files under SOUND tab on the left side of GameLooper. GameLooper only recognizes.mp3 files. Creating animations GameLooper uses sprite-sheet animations (an image file with every frame of the animation is next to each other, like a movie strip) to create animations. To create an animation, press on the + button with a running man animation under ANIMATION tab on the left side of GameLooper. On the pop-up menu, first choose your sprite-sheet file using Sprite Base Name dropdown menu. You need to divide the sprite sheet into frames by entering the number of rows and columns in the image. Determine which frames to play, name your animation and enter the animation time in milliseconds. Create your animation by clicking the green + button. VARIABLES What is a variable A variable is a storage location paired with a symbolic name. They contain information referred to as a value. There are some predefined variables in GameLooper like displayheight. displayheight is the name of the variable, and the height of the display on the mobile device that your game is running is the value of this variable. You can use a variable in mathematical equations; for example you can put an object in the middle of the screen by defining its vertical location to half of displayheight. Variable values can be numbers, booleans (true or false), or a string (like a text) You can see predefined variables under the VARIABLE tab on the left side of GameLooper. Predefined variables adsremoved: a stored boolean variable that represents if the ads are removed or not. deltatime: a number variable representing the time frame of each game loop update in milliseconds. displayhalfheight: a number variable representing the half of displayheight variable. This variable s value depends on the device it is running. displayhalfwidth: a number variable representing the half of displaywidth variable. This variable s value depends on the device it is running. displayheight: a number variable representing the height of the device screen. This variable s value depends on the device it is running. displaywidth: a number variable representing the width of the device screen. This variable s value depends on the device it is running.

5 gametime: a number variable representing the time frame from the beginning of the game application in milliseconds. language: a stored string variable representing the language of the device in two letter ISO language codes. operatingsystem: a stored string variable representing the operating system of the device. It can either be ios or android Defining a new variable To define a new variable, click on the + sign with (x,y) written on it, under the VARIABLE tab on the left side of GameLooper. On the pop-up menu, define a name for your variable, choose the type of the variable value. If the will be stored or bounded to an object, choose the settings and press the green + button. What is a stored variable Stored variables are saved on your device, even if you close the game. For example; when you close a game app, you do not need to keep the score value of that game, but you may want to keep the high score value to show on your next play. To define stored variable, mark the Will it be stored? checkbox in the variable pop-up. You can change this setting in the property bar on the right, after you click on the variable name under VARIABLE tab on the left side of GameLooper. What is a bounded variable Same variables can be bounded to objects. For example, you can define a variable called life and bound it to enemies. In this case every enemy would have its own life and you can remove any enemy when their life reaches to zero. Deleting a variable To delete a variable, you can press the red - sign next to that variable under the VARIABLE tab on the left. Make sure you have not used that variable in your mechanics before deleting it. SCREENS What is a screen Think of screens in as different pages consisting of different contents and mechanics. For example you can create a menu screen, settings screen, different levels on different screens, and a separate game over screen. Adding images and animations on a screen You must first select a screen to add contents on. Under the SCREEN tab on the left side of GameLooper, You can see your screens. If you have not changed any screens in your project, it should be named as Screen1. Just click on a screen name to select that screen. If you want to add an image to your screen, go to IMAGE tab on the left. You can see every PNG image you inserted into your game project folder and each of these images has a + sign on their right. Pressing that + button adds your image to your selected screen.

6 If you want to add an animation to your screen, go to ANIMATION tab on the left. You can see the animations you have created using sprite-sheets. Pressing the + sign on their right will add your animation to your selected screen. When you add images and animations on a screen, you can see them in the middle of your selected screen. You can also see them listed under that screen s name under SCREEN tab on the left. Creating a new screen You can see three buttons under SCREEN tab on the left. Clicking the one on the left with a + sign and a rectangle will open Add New Screen pop-up menu. You can define a name for your new screen and press the green + button to create your new screen. Duplicating a screen You can see three buttons under SCREEN tab on the left. Clicking the one in the middle with a sign of two pages on top of each other will open Duplicate Screen pop-up menu. You can define a name for your new screen and choose a screen to duplicate, then press the green + button to duplicate that screen. All the objects and mechanics on your first screen will be duplicated to new one. Duplicating screens are generally useful to create different levels in a game. What is an initial screen Inıtial screen is the one screen that will open up first and the user will see when the game is run on a mobile device. There is always one initial screen in your project and initial screens cannot be deleted. Changing the initial screen of a project When you select a screen under SCREEN tab on the left, property bar of that screen will appear on the right. When you check the Initial Screen checkbox, that screen will become the initial screen. This checkbox cannot be unchecked because your game has to have one initial screen and GameLooper does not know which screen should become initial. You should always check the checkbox of the screen you want to make initial. Deleting a screen To delete a screen, press the red - button next to that screen name under SCREEN tab on the left. Initial screens cannot be deleted. There is no red - button next to the initial screen. Turning a screen into Camera To define a camera, you can select a screen and go to properties of that screen on the right. You can see CAMERA settings. When you select an object for Bounded to dropdown menu, the screen becomes a camera. You can select the bounds by changing Left, Right, Top and Bottom values. These values are multiplied by your display width/height. The bounded object can freely move inside the view. When it reaches a bound, the camera starts to move with the bounded object. For example, imagine creating Super Mario. You can bound camera to Mario and define the right bound to 0,75 of display width. When Mario reaches the right quarter of the screen, camera moves with the Mario.

7 GAME OBJECTS What is a game object Whatever you add on your screen is a game object. When you add an image, an animation or a text to a screen, they become game objects with physical or non-physical properties and you can add specific mechanics. Adding a new game object Under SCREEN tab on the left side, there is a button with a + and a smiley face called Add New Game Object button. When you press it, a pop-up menu opens. First choose the type of object you want to add on the top left; sprite (image), animation or text. Name your object, and fill out other forms at the bottom. If you have selected Sprite, you should decide which sprite you want to use. If you have selected Animation, choose your sprite-sheet and the animation you have created from that sprite-sheet. If you have selected Text, you should decide whether this text will be a stationary text file, or a text that shows a variable. Text Text is stationary; it shows only what you write in that box. Text Variable is bounded to a variable; if you change the variable, the text also changes. It is useful to for example write score on the screen. You can also add image and animation by pressin + sign next to the image/animation under IMAGE or ANIMATION tab. Game object names When you add an image to a screen by pressing + sign next to that image, GameLooper automatically names the object same as the image name. For example, if you add Bird.png to a screen, that game object will be named as Bird. If you add same image to the same screen, second object will be automatically named as Bird2. If you add an image by pressing Add New Game Object button with a smiley face, you can name the object manually. When you add an animation to a screen, GameLooper automatically names the object same as the name of that animation s sprite-sheet. For example, you have a sprite-sheet called Hero.png and you have created two animations called Running and Standing. When you add either Running or Standing to a screen, the game object will be named as Hero. When you add either of these animations to the same screen, new game object will be named as Hero2. This way you can change the animation of a game object when creating the mechanics. For example you can change the animation of Hero from Standing to Running when it starts to run inside the game. If you add an animation by pressing Add New Game Object button with a smiley face, you can name the object manually. When you add a text, you have to use Add new game object button, and you can name the object manually.

8 Selecting a game object You can directly click on an object on screen to select it. You can also see every game object on a screen listed under that screen s name under SCREEN tab on the left. Clicking on the name of a game object will select it. This is especially useful when a game object is behind another one, or it is out of the current visible part of the screen. Deleting a game object You can select a game object and press Delete on your keyboard (on Mac, press Backspace on your keyboard). Alternatively, you can press the red - button next to the object name listed under the screen name on the left. GameLooper will ask you if you are sure to remove that game object on a pop-up menu. If you are sure, press the red - button to remove it. If you have defined mechanics to that game object, they will be affected. So, before removing a game object, we recommend to first remove the associated mechanics of the game object. Duplicating a game object You can select the game object and press Ctrl+C and then Ctrl+V on your keyboard to copy and paste it (On Mac, press Command+C and then Command+V ). Same game object will be added on the top left corner of the game screen. Copying and pasting game objects between screens are not allowed because every screen has different game objects and can have conflicting objects. Moving a game object while designing the game screen You can select the game object and drag with you mouse. To precisely locate a game object, you can change its position coordinates. When you select a game object, you can see its properties on the properties bar on the right. X value is the horizontal position of the game object (Left side of the game screen is being 0 (zero) and increasing to the right). Y value is the vertical position of the game object (Top side of the game screen is being 0 (zero) and increasing to the down). Z value shows the order of the game objects in the screen (Zero being behind every other object and increasing towards the front). For example, Z value of background images should be zero, and if you want an object to be behind another object, its Z value should be lower than the other. When you add a new object, its Z value is automatically higher than the previously added object, meaning, newly added object is in front of the previous ones. Resizing a game object First, select the game object. On the properties bar on the right, find xscale and yscale which are horizontal and vertical scale ratios, respectively. For example, if you change both xscale and yscale to 2, the object looks twice the size in both directions. Increasing only xscale makes the object look wider,

9 only increasing yscale makes the object look taller. Negative values makes the object look the other way; negative xscale mirrors object right to left, negative yscale mirrors object upside-down. You can also resize an object by precisely writing Width and Height values in pixels under xscale and yscale values on the properties bar on the right. Rotating a game object First, select the game object. On the properties bar on the right, find Rotation. Write the value you want to turn your object clockwise in degrees on a scale of 360. Changing transparency of a game object After selecting a game object, you can see the Alpha value on the properties bar on the right. Alpha can be between 0 and 1; 1 means fully visible, 0 means fully transparent. What is anchor point Anchor point is the center or reference point of an object. For example, when you place an object to a (X,Y) coordinate, you are actually placing the anchor point of the object; or when you rotate an object, you are rotating the object around its anchor point. Normally, anchor point is in the middle of the object; xanchor:0.5 and yanchor:0.5. xanchor can be between any number from 0 to 1, from the left of the objet to the right of the object. yanchor can also be between any number from 0 to 1, from top of the objet to the bottom of the object. Changing the location of anchor point of a game object After selecting a game object, you can see the xanchor and yanchor values on the properties bar on the right. xanchor is horizontal, yanchor is vertical anchor locations inside a game object and they can be between 0 and 1. What are Directly located on the screen and Will be spawned in run time options These options can be seen in the middle of the properties bar on the right, when you select an object. If an object is Directly located on the screen, that object will be there when the game starts. Objects, on default, are diretly located on the screen. When you change it to Will be spawned in run time you have to spawn it in the game, otherwise it won t be present. This is useful when you need to have the same object many times (like enemies and bullets). Instead of adding every object individually, you can add one and spawn it in the game whenever you need it. Making an object spawnable First select the object, then choose Will be spawned in run time instead of Directly located on the screen in the middle of the properties bar on the right. Making an object into a physical game object On default, game objects are not physical and they do not get effected by gravity or each other. That s because the objects body type is None. To give an object physical properties, you should change its body type to Static, Dynamic or Kinematic. You can see this setting on the property bar on the right when you select an object.

10 What are Static, Dynamic and Kinematic body types Static bodies are not effected by gravity, speed and forces; so, they do not move. For example walls in a game are generally static bodies. Dynamic bodies are affected by gravity, speed and forces. They also collide with other body types. Kinematic bodies are not affected by gravity and forces, they can only be moved by changing speed. They do not collide with other static and kinematic bodies, but they can only collide with dynamic bodies. For example; imagine a side scrolling platform game, like Super Mario, where our character needs to get to the right and there are some rotating barriers in the way. Since the platform under our character needs to stay where it is, its body type should be Static. Our character needs to stay on the platform even if it jumps; so, it needs to be affected by gravity and its body type should be Dynamic. Since the barrier in front of the character is rotating, sometimes it goes inside the platform and sometimes goes outside to prevent our character from passing. Its body type should be Kinematic because it should be able to move, but should not collide with the platform while it can collide with our character. What is body shape Body shape is a property of physical objects, and it can either be rectangle like a box or circle like a ball. Body shape defines/draws the shape of your physical game object regardless of the image or the animation. It is used in physical calculations by the software and objects hit each other according to that shape. Changing the body shape of physical objects Select the physical object and change the Body Shape to Rectangle or Circle in the properties bar on the right. Density of physical objects Objects with more density are harder to move by collisions with other physical objects. You can select the physical object and change the Density value on the properties bar on the right. Friction of physical objects Objects with more friction slows faster when they are rubbed against a surface; objects with 0 frictions does not slow down on a surface. You can select the physical object and change the Friction value on the properties bar on the right. Bounce of physical objects Objects with more bounce value bounces back more when collided with an object. For example, imagine a ball falling to the ground. With 0.5 bounce, it jumps back half the height each time it falls to the ground. With bounce value of 1, it always jumps to the same height and never stops. With 0 bounce, it immediately stops when hit to the ground. With bounce value of 2, it always jumps twice the height. You can select the physical object and change the Bounce value on the properties bar on the right. What is Is Fixed Rotation property of an object Objects with fixed rotation does not rotate with physical interactions. If you want an object to have fixed rotation, select the object and check the Is Fixed Rotation checkbox on the properties bar on the right.

11 What is Is Bullet property of an object Physics engines check the physical state of the objects with a certain frequency. Objects with greater speeds, like bullets, may need more frequent calculations to be correctly simulated. Imagine taking a photograph of a bullet every second; one second it was in front of the wall, another second it is behind the wall. In none of the photographs the bullet hits the wall, so you may falsely conclude that the bullet did not hit the wall. But if you have taken more frequent photographs you could have seen the bullet hitting the wall. Similarly, physics engine needs to check fast objects more frequently. To make physics to check an object more frequently, select the object and check the Is Bullet checkbox on the properties bar on the right. What is Is Sensor property of an object If an object is a sensor, it collides with other objects but does not affect other objects physics. For example in a running game, you can place an invisible sensor object in a certain distance. When the character reaches the sensor they hit each other and you can increase the score, but the sensor does not affect our character; it is just a sensor. To turn an object into a sensor, select the object and check the Is Bullet checkbox on the properties bar on the right. On Camera vs On HUD You can see this setting on top of the properties bar when you select an object. When your camera is moving with the bounded object, on Camera objects seems moving on the device s screen. But if an object is on HUD (Head up display), it stays on the device screen. For example, imagine a Super Mario game with on screen arrow buttons. When Mario is moving right, every on Camera objects seems moving left, like enemies, platforms etc. But the arrow keys need to stay on the screen, so they should be on HUD, a.k.a. on display. ANALYTICS Adding analytics to your game allows you to track your players trends and actions anonymously. You can see ANALYTICS tab on the left of the Design Screen, when you enable Pro Mode. To switch between Basic Mode and Pro Mode, use the radio buttons next to Save Button on Menu Bar. In order to use analytics in your game, you should have a Flurry developer account. Visit to obtain Adding new analytics Under ANALYTICS Tab, press Add New Analytics button with a graph icon. On the pop-up screen, enter your Flurry ID s for ios and Android. Also name your event and press green + button. Changing Flurry IDs of an analytics item Select the analytics item under ANALYTICS tab. On the properties bar on the right, you can change the Flurry IDs for ios and Android. Deleting an analytics Select the analytics item under ANALYTICS tab. Press red - button on its right to delete the item.

12 GAME NETWORK Adding game network to your game allows your players to track their achievements and leaderboard status to compete with each other on Apple Game Center or Google Play Game Services. You can see GAME NETWORK tab on the left of the Design Screen, when you enable Pro Mode. To switch between Basic Mode and Pro Mode, use the radio buttons next to Save Button on Menu Bar. If you are planning to publish your game on your own, you have to set up achievements and leaderboard in itunes Connect (for ios) and Google Play Developer Console (for Android). If you are planning to publish your game with GameLooper, you can leave achievements and leaderboard IDs for ios and Android blank. Creating a new leaderboard Under GAME NETWORK tab, press Add New Leaderboard button with three boards behind it. On the pop up menu, name your leaderboard (for example High Score ). Then fill in ID forms if you are going to publish the game on your own. Press green + button to create the leaderboard. Leaderboards are colored cyan under GAME NETWORK tab. Creating a new achievement Under GAME NETWORK tab, press Add New Achievement button with a trophy behind it. On the pop up menu, name your Achievement (for example Reached 100 meters ). Then fill in ID forms if you are going to publish the game on your own. Press green + button to create the achievement. Achievements are colored grey under GAME NETWORK tab. Changing IDs of a game network item Select the game network item under GAME NETWORK tab. On the properties bar on the right, you can change ios, Android and Google Play Game Services App ID. Deleting a game network item Select the game network item under GAME NETWORK tab. Press red - button on its right to delete the item. IN APP PRODUCTS In app products are the items that you can sell inside your game for your players via Apple App Store or Google Play Store. You can see IN APP PRODUCTS tab on the left of the Design Screen, when you enable Pro Mode. To switch between Basic Mode and Pro Mode, use the radio buttons next to Save Button on Menu Bar. If you are planning to publish your game on your own, you have to add your products in itunes Connect (for ios) and Google Play Developer Console (for Android). If you are planning to publish your game with GameLooper, you can leave product IDs for ios and Android blank. Creating an in app product Under IN APP PRODUCTS tab, press Add New In App Product button with a shopping cart behind it. On the pop up menu, name your product (for example 500 coins ). Then fill in product ID forms for ios and

13 Android if you are going to publish the game on your own. Press green + button to create the in app product. Changing IDs of an in app product Select the in app product under IN APP PRODUCTS tab. On the properties bar on the right, you can change ios and Android IDs. Deleting an in app product Select the in app product under IN APP PRODUCTS tab. Press red - button on its right to delete the item. AD UNITS Ad Units allows you to show adds inside your game, which provides some revenue in return. You can see AD UNITS tab on the left of the Design Screen, when you enable Pro Mode. To switch between Basic Mode and Pro Mode, use the radio buttons next to Save Button on Menu Bar. If you are planning to publish your game on your own, you have to add your ad units in related ad networks separately for ios and Android. If you are planning to publish your game with GameLooper, you can leave IDs blank. Add unit types Banner ads are small horizontal ads that are shown on the bottom of the screen. When these ads are on the screen, the game is still playable. These ads are generally shown while either the game is being played or user is navigating through the menus. Full screen ads cover the whole screen either with still images or a video. When these ads are on the screen, the game is not playable. These ads are generally shown when the game is over or changing to another game screen. Rewarded ads are full screen video ads that offers an in game reward. When these ads are on the screen, the game is not playable and skipping these ads results in losing the reward. These ads can be placed anywhere in your gameplay depending on your monetization plan. Creating an add unit Under ADD UNITS tab, press Add New Ad Unit button with a megaphone behind it. On the pop up menu, name your ad unit, select the type of the ad unit then select the ad network you want to obtain the ads. Then fill in unit ID forms for ios and Android if you are going to publish the game on your own. Press green + button to create the add unit. Changing IDs of an add unit Select the ad unit under ADD UNITS tab. On the properties bar on the right, you can change ios and Android IDs. Deleting an add unit Select the ad unit under ADD UNITS tab. Press red - button on its right to delete the item. NOTIFICATIONS Notifications allows your game to show notify the player outside of the game..

14 You can see NOTIFICATIONS tab on the left of the Design Screen, when you enable Pro Mode. To switch between Basic Mode and Pro Mode, use the radio buttons next to Save Button on Menu Bar. Creating a notification Under NOTIFICATIONS tab, press Add New notification button with a bell behind it. On the pop up menu, name your notification. Press green + button to create the in app product. Deleting a notification Select the notification under NOTIFICATIONS tab. Press red - button on its right to delete the item. MECHANICS Opening Mechanics Screen When you click the Open Mechanics button with a gear on it, next to the screen name under SCREEN tab, you enter Mechanics Screen. Every screen has different mechanics and Mechanics Screen. Block List When you open a Mechanics Screen, you will see the Block List on the left, inside colored circles. They are colored and grouped according to their functions; events, condition, actions, timer, mathematics and repetitions. Creating a code block To create a code block, hover over a block list item with your mouse. Some list items has sub-categories and hovering over them will show new block list items. Click on an item drag and drop onto the canvas. Moving a code block To move a code block, click on a colored part of the block and drag. GameLooper perceives the location of a code block on its top left corner, not the location of the mouse. So, we recommend moving code blocks by clicking close to their top left corners. Interlocking code blocks To create a mechanic, you need to interlock code blocks in a meaningful way. Code blocks has special shapes to fit into each other. When you drag the top left corner of a code block to a compatible interlocking position, the area highlights. When you drop the block, it will be interlocked. Yellow When blocks has to be on the outside, covering other code blocks to run when that event occurs. Blue If block, pink Timer block and turquoise Repeat blocks can be inside each other and When blocks. Green Do blocks has to be inside other blocks, to do an action when time for those When, If, Timer and Repeat comes. Math blocks can only fit inside white hexagonal slots on If, Do and other Math blocks. Any code block/blocks without an event block on the outside would be omitted and does not run.

15 Duplicating groups of code blocks To duplicate a code block, first click on the code block to select it. If you want to copy a group of interlocked code blocks, click on the block which is outside the others. Press Ctrl+C and then Ctrl+V on your keyboard to copy and paste it (On Mac, press Command+C and then Command+V. Copying and pasting code blocks between screens are not allowed because every screen has different game objects. Deleting a code block You can drag the code block into the trash bin, or you can select the code block and hit Delete on your keyboard. Collapsing event blocks You can press Collapse Button with two arrows pointing each other on the top left side of an event block to visually hide the blocks inside of it. When an event block is collapsed, Collapse Button turns into Expand Button with two arrows pointing away from each other. If you are having trouble finding a code block you have created, you may want to check if it is inside a collapsed event block. Event Blocks Yellow When on the block list represents event blocks. When>Game>Initialized: When that game screen starts running When>Game>Over: Right before that game screen stops running and another game screen starts. When>Game>Updated: During the game screen is running. Game screens has a refresh rate, like movies has frames. This event block represent each time that screen refreshes itself, which is approximately 30 times per second, depending on device performance. When>Screen>Finger Pressed: When player touches the screen of the device. This event is a one-time event, running on the start of that touch. When>Screen>Finger Dragged: When player drags a finger on the screen of the device. This event is continuous, running as long as the finger moves on the screen. When>Screen>Finger Released: When player stops touching the screen of the device. This event is a one-time event, running at the end of that touch. When>Screen>Finger Slided: When player slides a finger to a specific direction on the screen of the device. You can select the direction of the slide from the dropdown menu on the code block. This event is a one-time event, running with that slide. When>Screen>Tilt: When player tilts the device and accelerometer data of the device is updated. When>Game Object>Hit: When two physical game objects collide with each other. You can select the objects by clicking object selection arrows. Game objects must have physical body types to appear on the code block.

16 When referring to these colliding objects inside this event block, the object on the left side, which is hitting the other one, is defined as related object, whereas the object on the right side, which is hit by the other one, is defined as collided object. When>Game Object>Pressed: When player touches on a game object with a finger. You can select the game object by clicking object selection arrows. When>Game Object>Dragged: When player drags a game object with a finger. You can select the game object by clicking object selection arrows. This event is continuous, running as long as the game object is being dragged on the screen. When>Game Object>Released: When player stops touching on a game object with a finger. You can select the game object by clicking object selection arrows. When>Game Object>Spawned: When a new game object is spawned. You can select the game object by clicking object selection arrows. Game objects must be spawnable to appear on the code block. You can spawn a game object by using Do>Game Object>Spawn code block. When>Game Object>Removed: When a game object is removed from the screen. You can select the game object by clicking object selection arrows. Pro Mode Event Blocks When>System>Started: When the game application starts running When>System>Suspended: When the game application is suspended in the background because the device switches to another application or to device OS. When>System>Resumed: When the suspended game application starts running again. When>System>Started: When the game application is closed. When>In App Product> Purchased: When user purchases an in app product. You can select the in app product using the dropdown menu. When>Ads>Watched: When user completes watching a rewarded ad. You can select the rewarded ad using the dropdown menu. When>Notification>Clicked: When user returns to the game application by clicking the notification. You can select the notification using the dropdown menu. Condition Block Blue If on the block list is the condition block. If: If block is used check a condition. Two math blocks needs to be placed inside hexagonal math slots to compare. If the condition on the first row of If block is met, inside of the If block starts running. If the condition is not met, inside of the If block is skipped and inside of the Else part starts running. Else can be left empty and if the condition is not met, whole block is skipped. Action Blocks Green Do on the block list represents action blocks.

17 Do>Variable>Edit: Use this block to change the value of a variable. You can select which variable to edit from the dropdown menu. New value of the variable is defined by inserting a math block into the hexagonal math slot. Do>Game Object>Edit: Use this block to change a property of a game object. You can select the game object by clicking object selection arrows. You can select which property to change by using the dropdown menu. New value of the property is defined by inserting a math block into the hexagonal math slot. In different cases, the middle dropdown menu of this code block can or cannot be selectable. If it is selectable, in every event except When>Game Object>Hit, the object mentioned in the event is defined as related object. However, in When>Game Object>Hit event, the object on the left side of the event, which is hitting the other one, is defined as related object, whereas the object on the right side, which is hit by the other one, is defined as collided object. Do>Game Object>Spawn: Use this block to spawn a new game object. You can select the game object by clicking object selection arrows. Do>Game Object>Remove: Use this block to remove a game object. You can select the game object by clicking object selection arrows. Do>Game Object>Change Animation: Use this block to change animation of a game object. You can select the game object by clicking object selection arrows, and select which animation to be played from the dropdown menu. You can only change animations between those created from the same spritesheet. Do>Sound>Play: Use this block to start playing an.mp3 file. You can select which.mp3 file to play by using the first dropdown menu. From the second dropdown menu, selecting once plays the sound once and then stops, selecting forever loops the sound and plays it again and again. Do>Sound>Stop: Use this block to stop playing an.mp3 file. You can select which.mp3 file to stop by using the dropdown menu. Do>Go To>Screen: Use this block to go to another game screen. You can select which screen to go to by using the dropdown menu. Pro Mode Action Blocks Do>Go To>Leaderboards: Use this block to go to leaderboards page on Apple Game Center or Google Play Game Services. Do>Go To>Achievements: Use this block to go to achievements page on Apple Game Center or Google Play Game Services. Do>Go To>URL: Use this block to go to a web page using device s web browser. A string math block is included in this action block to write the url. Do>Go To>App Page: Use this block to launch the app game on Apple App Store or Google Play Store. A string math block is included in this action block to write the App ID for App Store or Package Name for Play Store.

18 Do>Go To>Share Pop Up: Use this block to open device s native pop-up share screen. A string math block is included in this action block to write the message to be shared. Do>Analytics>Log Event: Use this block to log an analytics event to Flurry. You can select which analytics item to log from the dropdown menu Do>Game Network>Set Highscore: Use this block to set a new highscore for a specific leaderboard. You can select which leaderboard to update from the dropdown menu. New value of the leaderboard is defined by inserting a math block into the hexagonal math slot. Do>Game Network>Unlock Achievement: Use this block to unlock an achievement. You can select which achievement to unlock from the dropdown menu. Do>In App Purchase>Buy Product: Use this block to send in app purchase request to App Store or Google Play. You can select which in app product to request from the dropdown menu. Do>In App Purchase>Restore Purchase: Use this block to restore any previous purchase from the store, if it was made. Do>Ads>Show: Use this block to show ad units on the screen. You can select which ad unit to show from the dropdown menu. Do>Ads>Hide: Use this block to remove a banner ad units from the screen. You can select which banner to remove from the dropdown menu. Do>Notifications>Schedule: Use this block to schedule a notification from the point this block is run. You can select which notification to show from the dropdown menu. One math number block and one string math block are included in this action block to schedule the notification in seconds and to write the message to be shown on the notification. The notification should arrive even when the game application is closed. Do>Notifications>Cancel All: Use this block to cancel all notifications. Timer Block Pink Timer on the block list is the timer block. Timer: This block is used to keep a timer, repeatedly or once. It waits how many seconds entered in the second raw, than runs the code blocks inside itself, and repeats how many times entered in the first raw. For example if a timer block Repeat 1 times, Wait 2 Seconds is used, it waits 2 seconds, then runs inside the timer block and does not repeat. But, If a timer block Repeat 2 times, Wait 1 Seconds is used, it waits 1 second, runs inside the timer block, then waits another 1 second and runs inside the timer block again. Mathematical Blocks Math on the block is represents mathematical blocks. Math>Base: This block can hold another 2 math blocks, and used for arithmetic operations. + and - is for addition and subtraction. * is for multiplication and / is for division. % gives the remainder from dividing the first math block by the second block. Base block can also be used to combine two strings blocks together with + operation.

19 Math>Variable: This block returns all defined variables to use it in other code blocks. Math>Number: This block is used to manually enter numbers. Math>Random Number: This block generates a random integer between the two numbers entered, inclusively. Only integers should be entered in this block, because randomizing algorithm can also generate the numbers you entered as boundaries. If you want to generate a random floating number, you can enter a greater interval and divide by 10. For example, to generate a random floating number between 1 and 2, you can use Random Number code block between 10 and 20 and use Base block to divide by 10. Math>True False: This block holds True and False values. You can use it to set a boolean variable to set true or false, or set a condition with an If block that a variable is true or false. Math>String: This block is used to manually enter text. Math>Game Object: This block returns a property of a game object. You can select the game object by clicking object selection arrows. You can select which property to get its value by using the dropdown menu. Math>Event: This block returns values from different events. You can get current position of a touch to the device s screen by selecting Touch xpos and Touch ypos from the dropdown menu. You can get the starting touch position of finger dragging on the device s screen by selecting Touch Start xpos and Touch Start ypos. You can also get readings from accelerometer in three axis. When holding the device in portrait, Acceleration xgravity returns the value of right/left tilt between - 1 and 1; -1 being full left tilt, home button on the right and 1 being full right tilt, home button on the left. Acceleration zgravity returns the value between -1 and 1; -1 being fully tilting away from you, device facing up and 1 being fully tilting towards you, device facing down. When holding the device in landscape with home button on the right side, Acceleration ygravity returns the value of right/left tilt between -1 and 1; -1 being full right tilt with home button on the bottom, 1 being full left tilt with home button on the top, device upside down. Acceleration zgravity returns the value between -1 and 1; -1 being fully tilting away from you, device facing up and 1 being fully tilting towards you, device facing down. Math>Function: This block holds another math block and calculates a functions of that block and returns the value. abs returns the absolute value of your math block. floor returns the greatest integer number less than or equal to your math block. ceil returns the smallest integer number greater than or equal to your math block. round returns the closest integer number to your math block. sqrt returns the square root of you math block.

20 square returns the value of your math block multiplied by itself. cube returns the value of your math block cubed. sin returns the sine value of your math block. cos returns the cosine value of your math block. Repetition Blocks Turquoise Repeat on the block list represents repetition blocks. Repeat> For Game Object: This block repeats the code blocks inside of it for each spawned game object you select. You can select the a spawnable game object by clicking object selection arrows. Repeat> X Times: This block repeats the code blocks inside of it for how many times you specified without keeping a timer. DROPBOX Why do we need Dropbox GameLooper allows you to test your games on your mobile device and it uses your Dropbox account to simulate on your phone. When you save your project with your Dropbox account connected, project files are uploaded to your Dropbox account in order to be downloaded by your mobile device and simulated. Connecting GameLooper Desktop App with Dropbox Press Connect Dropbox button on the Home Screen of GameLooper Desktop App. You can reach Home Screen when you open GameLooper Desktop App, or you can press Home Button on the left of the Menu Bar. After pressing Connect Dropbox button, a webpage of Dropbox loads, asking you to sign in to Dropbox. Enter your credentials and press Sign In. On the next page, Dropbox asks you to allow GameLooper to reach its own folder. Press Allow and it will return to Home Screen. Connecting GameLooper Mobile App with Dropbox Open User Tab. Press Connect Dropbox button on the bottom. A webpage of Dropbox loads, asking you to sign in to Dropbox. Enter your credentials and press Sign In. On the next page, Dropbox asks you to allow GameLooper to reach its own folder. Press Allow and it will return to GameLooper Mobile App. Disconnecting GameLooper Desktop App from Dropbox Press Disconnect Dropbox button on the Home Screen of GameLooper Desktop App. You can reach Home Screen when you open GameLooper Desktop App, or you can press Home Button on the left of the Menu Bar. Disconnecting GameLooper Mobile App from Dropbox Open User Tab. Press Sign Out and it will sign you out from Dropbox.

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