Conditions and actions
Every condition and action, straight from NutHouse, with its mode, settings and an example.
- How to read these pagesColumns, modes, red triggers, and what the settings labels mean.
- SpecialAlways, at the start, random chance, groups, pausing, shaking, and the gates.
- Game (levels)Next level, restart, end the game, scrolling, fading.
- TimerEvery so often, at a time, comparing the clock.
- Keyboard and mouseKeys pressed or held, clicks, the pointer.
- Player 1Score, lives, fire buttons, controls on and off.
- Player 2The second playerโs score, lives and fire buttons.
- Sound and musicPlay, stop, loop, volume.
- Create objectsMake a new copy of something, somewhere.
- Gravity (level)Change or test the levelโs gravity.
- Sprites: collisionsTouching another sprite, a solid, or the edge.
- Sprites: positionWhere a sprite is, moving it, wrapping, near and above.
- Sprites: movementSpeed, start, stop, bounce, jump, move toward.
- Sprites: directionWhich way it faces, turning.
- Sprites: animationChange, restart, finished, speed.
- Sprites: values and switchesEach copyโs own numbers and switches.
- Sprites: visibility and lookShow, hide, flash, fade, see-through, size, to front.
- Sprites: pick or countHow many there are, none left, pick one at random.
- Sprites: shootFire a sprite in a direction, or at a target.
- Sprites: gravity and jumpingLanded, falling, on the ground, jump.
- Sprites: 3DCan see, facing a door, open the door, the camera.
- Counters, displays and gadgetsCounter, timer display, health bar, button, text, text box, question, high scores, spawner.
- SavingSave the game, carry on, forget.
- 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.