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Lip2 Game Creator

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0. Handbook

Welcome to the 🏗 LIP2 Game Creator

Create your own games using the all-new LIP2-engine. Just work your way through the next sections and get creative :)
Remember: With ctrl+cmd+space you can enter the Mac Emoji console to choose your favorite Emojis fast and easily.

1. Settings

Set up the basic settings for your game.
IMPORTANT NOTE: Make sure that your "fog" is not used as an object (state1). The game will not work that way.

2. Characters

Set up the playable characters with Emojis. You can create different expressions that a character can make in various situations. The characters give the player a visual difference visible during the game and in the highscore and have no impact on the gameplay.
IMPORTANT NOTE: Make sure that none of your expressions are used as an object (state1). The game will not work that way.

3. Objects

This is the most important section of the Game Creator. Here you can create enemies, items, traps, interactive objects, NPCs and much more...
The state1 defines the original state when the object is discovered. Some objects can have a state2. It will be shown after an interaction or a fight happened. The state2 can be the state1 of another object. That way you can create a chain of events, like changing an object with an NPC.
The message defines, what text is visible when the player stands on the same field as the object.
The expression defines, which character expression will be displayed, while the player stands on the same field as the object.

Collectible Items

Items that can be taken in your inventory. They can either be consumable items, that add or remove live, items to collect for later use, or just items that push your highscore. The effect slider only affects consumable items and defines, how many lives you get or lose. The points slider defines, how many points you get if you have this item in your inventory at the end of the game.

Enemies

Who are the enemies of your character? Define a state1, a state2 and set the strength of these bad boys. The strength defines the possibility of defeating the enemy (chance of with at strength 1= 2:1; strength 2= 2.5:2; strength 3= 2:2.5; strength 4= 1:2 chance of win...). The attack direction creates a counting method and it is possible that "left" would win while "right" would lose, but the net chances are the same.

Interactive Objects

Here is where the fun starts. Interactive objects let the player take advantage of the "use" button. You can define, what items are needed to make the use button active. The items will disappear from the inventory, after use. With the state2, you can define what should happen after the interaction is successful. This can be a collectable item, an enemy or even another interactive object.

Environment

Here you can create some environment-objects for the world. These objects can have a twist: With the effect slider, you can define if the player should get/lose life when leaving the object. That way you can use the environment to set up traps or healing temples.

End

Here you can define exits for your game. If the player stands on the same field as this object, the game will stop immediately. You can use it as a state2 of a final enemy or interactive object, to trigger the end of the game after this "event". You can also set up multiple endings.

4. World

Control, which objects appear in which intensity in the game. Select up to 63 (8x8 minus the start field) objects that will be placed randomly on the board. Every row will place the given object RANDOMLY one time on one of the covered fields. You can place objects multiple times by selecting them on multiple rows. You can also leave rows empty to create empty fields on the board.

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