Conditions and actions

Every condition and action, straight from NutHouse, with its mode, settings and an example.

  1. How to read these pagesColumns, modes, red triggers, and what the settings labels mean.
  2. SpecialAlways, at the start, random chance, groups, pausing, shaking, and the gates.
  3. Game (levels)Next level, restart, end the game, scrolling, fading.
  4. TimerEvery so often, at a time, comparing the clock.
  5. Keyboard and mouseKeys pressed or held, clicks, the pointer.
  6. Player 1Score, lives, fire buttons, controls on and off.
  7. Player 2The second playerโ€™s score, lives and fire buttons.
  8. Sound and musicPlay, stop, loop, volume.
  9. Create objectsMake a new copy of something, somewhere.
  10. Gravity (level)Change or test the levelโ€™s gravity.
  11. Sprites: collisionsTouching another sprite, a solid, or the edge.
  12. Sprites: positionWhere a sprite is, moving it, wrapping, near and above.
  13. Sprites: movementSpeed, start, stop, bounce, jump, move toward.
  14. Sprites: directionWhich way it faces, turning.
  15. Sprites: animationChange, restart, finished, speed.
  16. Sprites: values and switchesEach copyโ€™s own numbers and switches.
  17. Sprites: visibility and lookShow, hide, flash, fade, see-through, size, to front.
  18. Sprites: pick or countHow many there are, none left, pick one at random.
  19. Sprites: shootFire a sprite in a direction, or at a target.
  20. Sprites: gravity and jumpingLanded, falling, on the ground, jump.
  21. Sprites: 3DCan see, facing a door, open the door, the camera.
  22. Counters, displays and gadgetsCounter, timer display, health bar, button, text, text box, question, high scores, spawner.
  23. SavingSave the game, carry on, forget.
  24. Global valuesValues A to Z that every level shares.

Still stuck?

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