How movements work

Give a sprite a movement and it already knows how to walk, fly or chase. Your rules add the ideas on top.

Coin Quest โ€” NutHouse
The properties panel for the Hero in Coin Quest, showing the Movement section and its Platform settings
Every sprite has a Movement section in the panel on the right.

What a movement is

A movement is a ready-made behaviour. It is the bit of a sprite that moves by itself, or listens to the keys, without you writing a rule.

Every sprite has exactly one movement. Pick it from How it moves in the Movement section. The green banner above it tells you what the sprite will do: Moves by itself: or No movement:.

Rules go on top. The Platform movement makes the hero walk and jump. A rule makes the coin disappear when the hero touches it. Movement and rules work together.

The ten movements

Stays stillDoes not move by itself. Move it with rules.
Arrow keys (8 directions)The player steers it with the arrow keys.
Platform (walk and jump)Walks, jumps, falls and climbs ladders.
Bouncing ballFlies in a straight line. Bounces when a rule says so.
Patrols back and forthWalks left and right by itself, turning at walls.
Chases another objectHeads for the nearest copy of another object.
Racing car (seen from above)Steers like a car seen from above. Advanced.
First-person (3D levels)You see through its eyes in a 3D level. Advanced.
Follows a pathMoves along points you set. Advanced.
Follows the mouseSticks to the mouse pointer. Advanced.

How to change a sprite's movement

  1. In the Level tab, click the sprite. Its settings appear on the right.
  2. Find the Movement section and open How it moves.
  3. Pick a movement. Its own settings appear underneath, like Speed.
  4. Press โ–ถ Play level (โŒ˜R) to try it. Press Esc to stop.

Every copy of a sprite shares the same movement and settings. Change the Slime once and every Slime changes.

Movements pick animations too

A moving sprite plays its walking animation. A still one plays stopped. Platform sprites also use jumping, falling and climbing, and a ball uses bouncing. If an animation is empty, NutHouse uses stopped instead. See Animations.

Still stuck?

Try the Chocobreak tutorial, open a sample game and read its rules, or look at the questions people ask.