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Game developer guides ​

Guides for people who make a game, a campaign, a map or a unit, and want coilbox to carry it to players. Apart from Translate coilbox and Write on-screen text, these are not guides to working on coilbox itself.

Most of the tools here are hidden until you turn on Advanced mode in Settings > General.

Ship coilbox with your game ​

  • Package coilbox with your game. Lay out one zip per operating system with the engine, the game and maps inside, so a player unzips it and plays.
  • Distribution profiles. The profile.json file that rebrands and narrows coilbox for your game without rebuilding it. Every field is listed, with examples.
  • Branding catalog. Give your game its art, links and names for every coilbox user, including those who did not get a copy you packaged.
  • Map packs. Offer a named list of maps as one download.

Campaigns and missions ​

  • Campaigns. Put skirmish missions in order, with briefings, media and unit restrictions, then export or bundle them.
  • Scenarios. Author what happens inside the game: where units start, triggers, objectives and dialogue.
  • Mission runtime. What a game adds to its archive so it can play scenarios, and how the runtime is tested.
  • Make a tutorial campaign. Go from writing lessons to a new player being offered the first one on the home page.

Conquest and Warpath ​

  • Set up conquest for your game. Supply system names, factions and AI rankings, or bundle a galaxy.
  • Hand-made maps. Paint provinces in an image editor, describe them in map.json, and ship the map for Conquest and Warpath.

Maps ​

  • Compile and decompile maps. Build a map for the engine from your images with Mapping tools, take an existing map apart, and check it in a 3D preview.

Units ​

  • Unit builder. Assemble a unit from textured parts, animate it from a preset and write it into a game.
  • What the engine reloads in a running game. Which parts of a unit the engine can swap while a game runs, how, and what a restart costs.
  • Unit tweaks. Change a game's units and weapons in a project, compare them in a table, test the result and package it as a game of its own or as tweak slot lines for a lobby.
  • Convert and compile unit scripts. Turn a BOS script into a Lua unit script, compile BOS to COB, and read a COB file back as source.

Replays ​

  • Replay rewind for your game. Write an adapter that switches off what fights a recording, bundle it in your archive, and read what the player logs.

Old games ​

  • Compatibility mode fixes. What the generated game does to an old game, why a fix never changes once it ships, and how to add one.

Tools ​

Words on screen ​

  • Translate coilbox. Where each language's catalog is, how to edit and check it, how to add a language, and which words stay in English.
  • Write on-screen text. The rules for the words coilbox shows, starting with which of its two readers a sentence is for.

The reference section has the route list a profile points at and the file formats these tools read and write.

MIT-licensed, and the Lua that runs in the engine is MIT or GPL-2.0-or-later. Bundles pr-downloader (GPL-2.0-or-later, © the Spring/Recoil authors).