Ora

How do you make walls in Microsoft MakeCode Arcade?

Published in Game Level Design 4 mins read

To create walls in Microsoft MakeCode Arcade, you use the integrated tilemap editor to designate areas that block sprite movement, thereby defining the boundaries and pathways of your game levels.

Walls are fundamental for designing interactive game environments, guiding players, and establishing physical barriers. They are essentially attributes applied to specific tiles within your tilemap that prevent sprites (like the player character) from passing through them.

Step-by-Step Guide to Creating Walls

Building walls in your MakeCode Arcade game is a straightforward process using the visual tilemap editor.

  1. Access the Tilemap Editor:

    • In your MakeCode Arcade project, locate any scene.setTilemap block (often found under the "Scene" category).
    • Click on the small grey square icon usually associated with this block. This will open the tilemap editor, a visual interface for designing your game's level layout.
  2. Locate the Wall Tool:

    • Within the tilemap editor interface, look at the tools available. You will find a wall icon (often depicted as a brick wall or a solid block) positioned above the "Gallery" section. This is your primary tool for defining impassable areas.
  3. Draw Your Walls:

    • Click on the wall icon to activate the wall drawing tool.
    • Now, you can click and drag your mouse over the parts of your tilemap where you want to create walls. As you draw, the selected tiles will be marked as walls, meaning sprites will not be able to move through them.
    • You can draw individual wall tiles or drag to create larger sections of walls.
  4. Confirm Your Changes:

    • Once you have finished drawing all your walls, click the "Done" button (usually a green checkmark) in the bottom right corner of the tilemap editor. This will save your changes and apply the wall attributes to your game's tilemap.

Tilemap Editor Tools Overview

Tool Purpose
Brush Draw individual tiles from the gallery.
Fill Fill a contiguous area with a selected tile.
Wall Mark tiles as impassable for sprites.
Erase Remove tiles or wall attributes.

Understanding Wall Mechanics

When you mark a tile as a wall, you're essentially telling the game engine that this tile should register as a collision boundary.

  • Collision Detection: MakeCode Arcade automatically handles collision detection with walls. When a sprite attempts to move into a wall tile, its movement is stopped, and it cannot occupy that tile.
  • Player Movement Restriction: The most common use of walls is to restrict the player character's movement, guiding them through a level or preventing them from leaving the game area.
  • Sprite Interaction: Walls affect any sprite that has collision enabled. This means enemy sprites, projectiles, or other game elements can also be blocked by walls, depending on your game's logic.

Advanced Wall Techniques & Tips

While simple drawing is effective, understanding how to use walls strategically can enhance your game design.

Designing Effective Levels with Walls

  • Create Mazes and Pathways: Walls are essential for crafting intricate mazes, defining specific routes, and guiding the player through your game's narrative.
  • Define Boundaries: Use walls to clearly delineate the playable area, preventing sprites from wandering off-screen or into unintended zones.
  • Environmental Obstacles: Walls can represent natural barriers like mountains, forests, or artificial structures like buildings and fences.
  • Puzzles: Incorporate walls into puzzles where players must find keys or trigger events to temporarily remove or open sections of walls.

Programmatic Wall Interaction

For more dynamic game elements, you can also interact with walls programmatically:

  • Dynamic Wall Creation: You can use code blocks like scene.setTileAt(location, tile, isWall) to dynamically set a tile at a specific coordinate and immediately designate it as a wall (or remove its wall property) during gameplay. This is useful for destructible walls or opening secret passages.
  • On Overlap Events: While walls prevent movement, you can still use on overlap events for other tile types to trigger actions when a sprite touches a specific tile, even if it's not a wall. For instance, a "lava" tile that damages the player upon contact, but isn't necessarily a wall.

For more detailed information on tilemaps and game design in MakeCode Arcade, you can explore the official Microsoft MakeCode Arcade Documentation.