Part 5 — Sound, feel and putting it online
The difference between something that works and something worth playing — then share it.
13 min readEverything 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.
- Press ✨ and set Kind to
Sound. - Choose the preset
pickup, name itsfx_coin, add it. - Repeat for
hitnamedsfx_hurt, andjumpnamedsfx_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
damageOnTouchbehaviour, set its sound tosfx_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
- Press Publish in the top bar.
- Give it a short description — this is what appears in the showcase.
- 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.