Here you can set your game’s Name, Author, Version and Build number, Intro text, Fill tile, and start Looping a song, as well as open existing games and create new ones. Holding the mouse over most icons and inputs will show a tooltip with the feature name and its keyboard shortcut if available. Pulp supports a 100-step undo/redo history, and common key commands for those actions, as well as saving. The main game and individual room scripts can only be edited in Script mode. While you can create short scripts for individual tiles in Room mode, Script mode provides access to every script in your game in one place and offers a little more breathing room for editing. ![]() Which brings us to our final mode, Script. The Room mode lets you assign sounds to Items and Sprites that are played when collected or interacted with. Here you can create individual sound effects to use in your game using one of the same five voices and familiar piano roll interface. Sound mode is very similar to the Notes section of Song mode. The Game and Room modes allow you to start a song looping when the game starts, upon entering a room, or when presenting an ending. Split and join parts or drag them between voices to arrange the final composition. Noodle around with musical typing then draw your notes with a familiar piano roll interface. Here you can compose music for your game using five different voices: Sine, Square, Sawtooth, Triangle, and Noise. You can connect rooms or present an ending with Exits. The Player, Sprite, and Item tiles support simple or scripted behavior. (World tiles can be solid or not solid.)Īll tiles can have multiple frames for simple animation. (Items are never solid and disappear from the room when collected, replaced by the tile chosen as the game’s background color.) (If a tile is solid, the player can’t pass through it. Anything interactive, like a door, a button, or another character. The character or object the player controls there’s only one of these in the game. This is also where you create tiles! There are four types of tiles: Here you can create the rooms for your game. You’ll probably spend most of your time in Room mode. You can customize or completely redraw the font, individual characters, and UI tiles. If you expect your game to have a lot of text, you might want to change from the default full-width font to the half-width version. From there you can change your game’s display name, author, version, and build number add some introductory text choose a background color or jump right into editing PulpScript. Under Games, click the New button and enter a filename for your game. Regardless of how you will approach making your game, you’ll start in Game mode. You can learn more about that in the PulpScript documentation.įinally, at the end of this document you’ll find a list of editor key commands and a few tips for publishing your Pulp game. Exits can connect one room to another or say a parting message before ending the game.įor the more adventurous there’s PulpScript, a terse but powerful scripting language that gives you more control over how the player and your game interact. ![]() When the player bumps into a Sprite or walks over an Item it can say something. For example: when a player starts your game, it will say (print onscreen) the name of the game. The easiest is using the default, simple behaviors of Sprites, Items, and Exits. There are two ways to make games with Pulp. A Playdate game that plays on the hardware.A Web Player, where you can preview the game in the browser.An Editor, where you create your game in the browser.Welcome to Pulp, a friendly tool for making tiny but visually and narratively rich games for Playdate. Playdate Pulp works best in desktop versions of WebKit (eg.
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