Part 5 — Sound, feel and putting it online

The difference between something that works and something worth playing — then share it.

13 min read

Everything works. This part is about the gap between working and satisfying, which is almost entirely feedback: sound, motion and a little violence in the camera.

Sound

Sounds are synthesised from a preset and a couple of numbers. No files, no recording.

  1. Press and set Kind to Sound.
  2. Choose the preset pickup, name it sfx_coin, add it.
  3. Repeat for hit named sfx_hurt, and jump named sfx_jump.

Now play them at the right moments:

  • In the coin rule, add a Play Sound node after Add To Variable and choose sfx_coin.
  • On the enemy's damageOnTouch behaviour, set its sound to sfx_hurt.

Particles

Add a Particle Burst node to the coin rule, wired after the sound. Set its colour to a warm yellow and its count to about 12.

A coin that simply disappears feels like a bug. A coin that pops feels like a reward, and it is one node.

Camera shake

On the losing-a-life path, add a Camera Shake node.

duration   180     milliseconds
intensity  0.012   a fraction of the screen

Entrances

Add the behaviour tweenIn to the text on your game-over screen, with the preset dropBounce. Text that arrives feels authored; text that is simply there feels unfinished.

Check it on a phone

Add a virtualJoystick behaviour to any entity — a spawner entity with no texture is a tidy home for it. Set mode to swipe.

The stick answers the same mapped actions your controller already reads, so a keyboard-built game becomes playable on a touchscreen without changing any of its logic. It hides itself on desktop.

A last pass before publishing

  • Play from the very start, as a stranger would. Is the first thing you should do obvious?
  • Can you reach every coin? Is the widest gap actually jumpable?
  • Does dying and restarting leave everything properly reset?
  • Does the high score survive a page reload?
  • Is anything in the console with [gcs] in front of it?

Publish it

  1. Press Publish in the top bar.
  2. Give it a short description — this is what appears in the showcase.
  3. Publish. You get a link anyone can play, no account required.

Unpublishing takes the link down immediately. Until you publish, only you can see the project.

Or export it

Export downloads a zip containing your game and the engine. Unzip it, open index.html, and it plays — no server, no network, no install. Put it on any static host, hand it over on a USB stick, or keep it as a backup.

Where to go next

  • Open a starter kit and read its graph. They are built from exactly the nodes and behaviours you have just used.
  • Add a second level: a new scene, and a Go To Scene node on a goal entity.
  • Make the enemies harder over time with a speed variable and an On Timer node.