Docs / Event Glossary

Actor

Actor Move To

Make the actor walk to a specified position in the scene.

Actor Move Relative

Make the actor walk to a position relative to their current position.

Hide Actor

Hide the actor

Hide All Sprites

Hide all sprites in scene.

Can be useful to create cutscenes where the player should not be visible by adding to a scene's starting script.

If Actor At Position

Conditionally execute part of the script if the specified actor is at a certain position in the scene.

If Actor Facing Direction

Conditionally execute part of the script if the specified actor is facing a certain direction.

If Actor Relative To Actor

Conditionally execute part of the script depending on how an actor is positioned relative to a second actor.

Launch Projectile

Launch a projectile from an actor.

Push Actor Away From Player

Push an actor in the direction the player is currently facing.

By default pushes by one tile, but can optionally slide until a collision occurs. Useful for creating block puzzles.

Set Actor Animation Frame

Set the current animation frame of the specified actor.

Set Actor Animation Speed

Set the animation speed of the specified actor.

Set Actor Animation State

Sets the animation state of the specified actor, create animation states using the Sprite Editor.

Set Actor Collisions Disable

Prevent collisions from affecting the selected actor.

If a scene actor is selected then the player will be able to walk through them, if the player is selected then you will be able to walk through all actors and collisions in the scene.

Set Actor Collisions Enable

Reenable collisions on the selected actor.

Set Actor Direction

Set the facing direction of the specified actor.

Set Actor Movement Speed

Set the movement speed of the specified actor.

Set Actor Position

Set the position in the scene of the specified actor.

Set Actor Relative Position

Set the position in the scene of the specified actor relative to their current position.

Set Actor Sprite Sheet

Change the actor sprite sheet from the scene default.

When dynamically changing an actor's sprite sheet memory will be reserved for that actor based on the largest sprite assigned.

Set Player Sprite Sheet

Change the player sprite sheet from the scene default.

You can optionally choose to persist the change between all scenes of the current type (as long as the other scene doesn't define a specific override).

Show Actor

Unhide a previously hidden actor.

Show All Sprites

Show all sprites that were previously hidden.

Show Emote Bubble

Display an emote bubble above the specified actor.

Emotes are created as 16px x 16px` .pngimages in the/assets/emotes` folder. See the UI Elements documentation for my information.

Stop Actor's “On Update” Script

Causes the On Update script for the specified actor to be immediately stopped, preventing it from looping again.

This is useful for adding to enemy actors while playing a destroy animation to stop them moving around or firing.

Store Actor Direction In Variable

Store the current direction of an actor into a variable.

Store Actor Position In Variables

Store the current position of an actor into two variables.

Camera

Camera Move To

Move the camera to a specifed position in the scene.

Camera Lock To Player

Move the camera back to focusing on the player, locking into position when the player moves.

Optionally allows locking to follow player in only horizontal or vertical axis.

Camera Shake

Shake camera effect for up to 10 seconds.

Fade Screen In

Fade the scene from a blank screen.

Fade Screen Out

Fade the scene to a blank screen.

Color

If Device Supports Color

Conditionally execute part of the script if the game is being played on a device or emulator that supports color games.

Set Background Palettes

Replace some or all of the current scene's background palettes.

Set Sprite Palettes

Replace some or all of the current scene's sprite palettes.

Set Emote Palette

Replace the palette used for emotes (sprite palette #8).

Set UI Palette

Replace the palette used for the UI (background palette #8).

Control Flow

Call Script

Call one of your Custom Scripts. Once you have chosen a script you will be able to hook up any parameters required.

If Actor At Position

Conditionally execute part of the script if the specified actor is at a certain position in the scene.

If Actor Facing Direction

Conditionally execute part of the script if the specified actor is facing a certain direction.

If Actor Relative To Actor

Conditionally execute part of the script depending on how an actor is positioned relative to a second actor.

If Device Supports Color

Conditionally execute part of the script if the game is being played on a device or emulator that supports color games.

If Game Data Saved

Conditionally execute part of the script if game data has been saved into the selected slot.

If Joypad Input Held

Conditionally execute part of the script if the specified joypad input is currently pressed. Will not wait for user input and will only execute once, if you wish to run a script every time a button is pressed use Attach Script To Button instead.

If Math Expression

Conditionally execute part of the script if the specified math expression evaluates to true.

Expressions allow you to use many mathematical operations such as:

  • + add
  • - subtract
  • * multiply
  • / divide
  • == Equal to
  • != Not equal to
  • >= Greater than or equal to

You are also able to use the following functions

  • min(a, b) return the minimum of two values a and b
  • max(a, b) return the maximum of two values a and b
  • abs(a) return the absolute value of a

You can use variables in expressions by typing $ and searching for the variable's name.

If Variable Compare With Value

Conditionally execute part of the script if the specified variable matches a rule, such as “Equal To”, “Greater Than” or “Less Than” against a value.

If Variable Compare With Variable

Conditionally execute part of the script if the specified variable matches a rule, such as “Equal To”, “Greater Than” or “Less Than” against a second variable.

If Variable Has Flag

Conditionally execute part of the script if the specified variable has the chosen flag set as true.

If Variable Is “False”

Conditionally execute part of the script if the specified variable is false.

If Variable Is “True”

Conditionally execute part of the script if the specified variable is set to true.

Loop

Execute part of the script in a loop forever. Remember to break out of the loop otherwise the player will become stuck at this point. You can use a Stop Script or Change Scene event to stop the loop.

Stop Script

Stops the current script from running.

Switch

Conditionally execute from multiple options depending on the value of the specified variable. First choose how many options you want to compare the variable against, then set the values to compare and what scripts to execute when the value is matched.

Dialogue and Menus

Display Dialogue

Show a dialogue box at the bottom of the game screen.

When text is shown the dialogue box will slide up from the bottom of the screen and will slide down after it has been shown.

  • Using the + button you can create a dialogue sequence which will only close after the last message has been displayed.

  • You can display the numerical value of any variables in a text box by typing $ followed by the name of the variable and selecting the variable from the drop down list that appears.

  • You can change the font used in a text field dynamically by typing !f and selecting from the menu.

  • You can change the text speed dynamically by typing !s and selecting from the menu.

  • You can optionally display an avatar image on the left hand side of the dialogue box by clicking Add Avatar and selecting an image to use.

    Avatars are created as 16px x 16px` .pngimages in the/assets/avatars` folder. See the UI Elements documentation for my information.

Display Menu

Display a menu of multiple options and set the specified variable to the value of the chosen option. Multiple layouts are provided, Menu (shown below) displays as a single column on the right hand side of the game screen and Dialogue displays a full width dialogue box with two columns. You can optionally set the B button to close the menu setting the variable to 0 and can also make the last menu item return 0 when selected.

Display Multiple Choice

Present two options to player allowing them to make a choice, will set the specified variable to true if the first option is chosen and to false if the second option is chosen.

Set Text Animation Speed

Set the speed that dialogue boxes appear and disappear and how fast text appears within the box.

Engine Fields

Engine Field Update

Change the value of an Engine Field.

Store Engine Field In Variable

Store the value of an Engine Field in a variable.

Input

Attach Script To Button

Execute the specified script any time a joypad input button is pressed. If you attach scripts to a direction button or the A button the scripts will override the default game actions.

If Joypad Input Held

Conditionally execute part of the script if the specified joypad input is currently pressed. Will not wait for user input and will only execute once, if you wish to run a script every time a button is pressed use Attach Script To Button instead.

Pause Script Until Input Pressed

Pauses the script until one of the specified joypad inputs are pressed.

Remove Button Script

Remove an attached script from a joypad input button restoring the default functionality of the button.

Math

If Math Expression

Conditionally execute part of the script if the specified math expression evaluates to true.

Expressions allow you to use many mathematical operations such as:

  • + add
  • - subtract
  • * multiply
  • / divide
  • == Equal to
  • != Not equal to
  • >= Greater than or equal to

You are also able to use the following functions

  • min(a, b) return the minimum of two values a and b
  • max(a, b) return the maximum of two values a and b
  • abs(a) return the absolute value of a

You can use variables in expressions by typing $ and searching for the variable's name.

Evaluate Math Expression

Store the result of a math expression in a variable.

Math Functions

Allows you to perform various maths functions on a variable to add/subtract/multiply/divide/modulus a value/variable/random number.

Music and Sound Effects

Play Music Track

Plays a music .mod file, optionally looping the file when finished. If you play a new song while another song is playing, the old song will stop automatically.

Play Sound Effect

Play a sound effect, choose from playing a beep with a given pitch, a tone with a given frequency or cymbal crash. Using Custom Scripts you can combine multiple effects into a single reusable event to make jingles.

Stop Music

Stops any currently playing music. Put this before a Music: Play Track event to restart the same song from the beginning.

Save Data

Game Data Save

Save the current game data into the selected slot.

Game Data Load

Load the saved game data from the selected slot.

Game Data Remove

Remove any previously saved game data in the selected slot.

If Game Data Saved

Conditionally execute part of the script if game data has been saved into the selected slot.

Store Variable From Game Data In Variable

Read a saved value from a selected save slot and store it in a variable.

Scene

Change Scene

Transition to a new scene with player at a specified position and direction. A connection line will be drawn between the source of the event and the destination scene with a icon appearing at the destination position. It's possible to drag this icon around and between scenes to modify the event.

Store Current On Scene Stack

Store the current scene and player state on to the scene stack, this allows you to return to this exact location later using the Scene Restore events. A common use of this event would be to include in a script just before a Change Scene event to open a menu scene, in the menu scene you could wait for the player to press a close button and then use the Restore Previous From Stack event to return to where the player opened the menu.

Restore Previous From Scene Stack

Transition to the last stored scene from the scene stack using the specified fade speed. The previous scene will then be removed from the stack so the next time this event is used it will transition to the scene before that.

Restore First From Scene Stack

Transition to the very first scene stored on the stack, for instance if you had multiple levels of menu scenes you could use this to imediately return to the game scene. This event will cause the scene stack to become empty.

Remove All From Scene Stack

Remove all scenes from the scene stack without leaving the current scene.

Screen

Fade Screen In

Fade the scene from a blank screen.

Fade Screen Out

Fade the scene to a blank screen.

Show Overlay

Show either a black or white window over the top of the current game screen. Can be used to obscure and then reveal parts of the scene background for example on the sample project logo screen.

Overlay Move To

Moves the overlay to a new position on the screen.

Hide Overlay

Hides the screen overlay.

Timer

Wait

Pause script for up to 10 seconds.

Attach Timer Script

Execute the specified script repeatedly after a time interval. The script will keep running in the background until a Remove Timer Script event is called or the scene is changed using a Change Scene event.

Restart Timer

Reset the countdown timer back to zero. The script will call again after the time specified originally.

Remove Timer Script

Remove the timer script so it will no longer be called.

Variables

Your game has 512 variables that can be shared across all the scripts in your game. Additionally every Actor, Trigger and Scene has 6 local variables that can only be accessed by that specific entity. Local variables are useful for keeping track of state specific to an entity such as how many times you have spoken to a character or if a treasure chest is open or closed.

Evaluate Math Expression

Store the result of a math expression in a variable.

If Variable Compare With Value

Conditionally execute part of the script if the specified variable matches a rule, such as “Equal To”, “Greater Than” or “Less Than” against a value.

If Variable Compare With Variable

Conditionally execute part of the script if the specified variable matches a rule, such as “Equal To”, “Greater Than” or “Less Than” against a second variable.

Math Functions

Allows you to perform various maths functions on a variable to add/subtract/multiply/divide/modulus a value/variable/random number.

Store Actor Position In Variables

Store the current position of an actor into two variables.

Store Engine Field In Variable

Store the value of an Engine Field in a variable.

Store Variable From Game Data In Variable

Read a saved value from a selected save slot and store it in a variable.

Variable Increment By 1

Increase the value of the specified value by one, up to a maximum of 255. If the value was previously false it will now be 1 (and also true), if it was previously true it will now be 2.

Variable Decrement By 1

Decrease the value of the specified value by one, down to a minimum of 0. If the value was previously true it will now be 0 (and also false).

Variable Flags Set

Set the value of a variable by enabling individual bits of the 8-bit number. Allows 8 true/false values to be stored within a single variable. Setting the flags will replace the previous value of the variable.

Variable Flags Add

Set selected flags to true on a variable. All unselected flags will keep their previous value.

Variable Flags Clear

Set selected flags to false on a variable. All unselected flags will keep their previous value.

Variable Set To “True”

Set the value of the specified variable to true.

Variable Set To “False”

Set the value of the specified variable to false.

Variable Set To Value

Set the specified variable to a defined value.

Reset All Variables To “False”

Reset all variables used by your project back to false.

Miscellaneous

Comment

Allows you to leave notes within your scripts. Provides no functionality in-game. The text you type automatically gets set in the event title, so you can collapse the comment and still read its content.
You can also use the event dropdown menu to disable and reenable any event.
Disabled events will be skipped when run in game.