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	<updated>2026-05-26T19:41:45Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.castle.xyz/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1013</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1013"/>
		<updated>2024-06-01T20:58:05Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Created page with &amp;quot; * navigation ** mainpage|mainpage-description ** randompage-url|randompage ** helppage|help-mediawiki * SEARCH * TOOLBOX * LANGUAGES&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=763</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=763"/>
		<updated>2024-03-06T13:06:51Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to &amp;lt;b&amp;gt;Castle Wiki&amp;lt;/b&amp;gt;, which is a place to find tutorials, guides, and documentation for Castle and Deck Creation! If you&amp;#039;re thinking of building your own game or just want to play around with Castle&amp;#039;s editor and learn the basics, you&amp;#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
Below are some videos which are a good introduction to creation in Castle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;An Introduction to Castle — Castle Academy Ep. 1&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;amp;list=PLEJHXig7-_A-qN5RpvTSPauzGNQO1hXRi&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Actors, Blueprints, and Art — Castle Academy Ep. 2&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=-F6NHl9d0Ok&amp;amp;list=PLEJHXig7-_A-qN5RpvTSPauzGNQO1hXRi&amp;amp;index=2&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;re ready, you can also check out the wiki [[Main Page]] to explore the rest of the wiki, or jump over to one of the more specific guides like [[Guides:How to make an Action Platformer|How to make an Action Platformer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=762</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=762"/>
		<updated>2024-03-06T13:06:02Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to &amp;lt;b&amp;gt;Castle Wiki&amp;lt;/b&amp;gt;, which is a place to find tutorials, guides, and documentation for Castle and Deck Creation! If you&amp;#039;re thinking of building your own game or just want to play around with Castle&amp;#039;s editor and learn the basics, you&amp;#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
Below are some videos which are a good introduction to creation in Castle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;An Introduction to Castle — Castle Academy Ep. 1&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;amp;list=PLEJHXig7-_A-qN5RpvTSPauzGNQO1hXRi&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Actors, Blueprints, and Art — Castle Academy Ep. 2&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=-F6NHl9d0Ok&amp;amp;list=PLEJHXig7-_A-qN5RpvTSPauzGNQO1hXRi&amp;amp;index=2&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;re ready, you can also check out the wiki Main Page to explore the rest of the wiki, or jump over to one of the more specific guides like [[Guides:How to make an Action Platformer|How to make an Action Platformer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=761</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=761"/>
		<updated>2024-03-06T13:04:54Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to &amp;lt;b&amp;gt;Castle Wiki&amp;lt;/b&amp;gt;, which is a place to find tutorials, guides, and documentation for Castle and Deck Creation! If you&amp;#039;re thinking of building your own game or just want to play around with Castle&amp;#039;s editor and learn the basics, you&amp;#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
Below are some videos which are a good introduction to creation in Castle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;An Introduction to Castle — Castle Academy Ep. 1&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Actors, Blueprints, and Art — Castle Academy Ep. 2&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;re ready, you can also check out the wiki Main Page to explore the rest of the wiki, or jump over to one of the more specific guides like [[Guides:How to make an Action Platformer|How to make an Action Platformer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=760</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=760"/>
		<updated>2024-03-06T13:04:36Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to &amp;lt;b&amp;gt;Castle Wiki&amp;lt;/b&amp;gt;, which is a place to find tutorials, guides, and documentation for Castle and Deck Creation! If you&amp;#039;re thinking of building your own game or just want to play around with Castle&amp;#039;s editor and learn the basics, you&amp;#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
Below are some videos which are a good introduction to creation in Castle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;An Introduction to Castle — Castle Academy Ep. 1&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Actors, Blueprints, and Art — Castle Academy Ep. 2&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;re ready, you can also check out the wiki Main Page to explore the rest of the wiki, or jump over to one of the more specific guides like [[Guides:How to make an Action Platformer|How to make an Action Platformer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#css:&lt;br /&gt;
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    background: black;&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=759</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=759"/>
		<updated>2024-03-06T13:04:12Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to &amp;lt;b&amp;gt;Castle Wiki&amp;lt;/b&amp;gt;, which is a place to find tutorials, guides, and documentation for Castle and Deck Creation! If you&amp;#039;re thinking of building your own game or just want to play around with Castle&amp;#039;s editor and learn the basics, you&amp;#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
Below are some videos which are a good introduction to creation in Castle. When you&amp;#039;re ready, you can also check out the wiki Main Page to explore the rest of the wiki, or jump over to one of the more specific guides like [[Guides:How to make an Action Platformer|How to make an Action Platformer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;An Introduction to Castle — Castle Academy Ep. 1&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Actors, Blueprints, and Art — Castle Academy Ep. 2&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=758</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=758"/>
		<updated>2024-03-06T13:03:23Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to &amp;lt;b&amp;gt;Castle Wiki&amp;lt;/b&amp;gt;, which is a place to find tutorials, guides, and documentation for Castle and Deck Creation! If you&amp;#039;re thinking of building your own game or just want to play around with Castle&amp;#039;s editor and learn the basics, you&amp;#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
Below are some videos which are a good introduction to creation in Castle. When you&amp;#039;re ready, you can also check out the wiki Main Page to explore the rest of the wiki, or jump over to one of the more specific guides like [[How to Make an Action Platformer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;An Introduction to Castle — Castle Academy Ep. 1&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Actors, Blueprints, and Art — Castle Academy Ep. 2&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#css:&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Castle_Academy_Edit&amp;diff=757</id>
		<title>Castle Academy Edit</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Castle_Academy_Edit&amp;diff=757"/>
		<updated>2024-03-06T13:00:12Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Created page with &amp;quot;Welcome to Castle Wiki, which is a place to find tutorials, guides, and documentation for Castle and Deck Creation! If you&amp;#039;re thinking of building your own game or just want t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Castle Wiki, which is a place to find tutorials, guides, and documentation for Castle and Deck Creation! If you&amp;#039;re thinking of building your own game or just want to play around with Castle&amp;#039;s editor and learn the basics, you&amp;#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
Below are some videos which are a good introduction to creation in Castle. When you&amp;#039;re ready, you can also check out the wiki Main Page to explore the rest of the wiki, or jump over to one of the more specific guides like .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;An Introduction to Castle — Castle Academy Ep. 1&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Actors, Blueprints, and Art — Castle Academy Ep. 2&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#css:&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Main_Page&amp;diff=756</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Main_Page&amp;diff=756"/>
		<updated>2024-03-06T12:57:02Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Castle wiki 2x.png|alt=Castle Wiki|frameless]][[File:Decks collection.png|thumb|Several Castle decks]]Welcome to the wiki for Castle!&lt;br /&gt;
&lt;br /&gt;
[[Guides:Castle Academy|NEW — tap to view the Castle Academy tutorial videos!]]&lt;br /&gt;
&lt;br /&gt;
Castle Wiki is the right place to deep dive into using the [[Art]] tool, crafting [[Rule|Rules]] &amp;amp; logic, or just learn more about how to build games with [[guides]].&lt;br /&gt;
&lt;br /&gt;
== Get help with Castle ==&lt;br /&gt;
* To learn how to make games with Castle, follow this guide: [[Guides:How to make your first Castle deck|How to make your first Castle deck]]&lt;br /&gt;
* You might also want to read this: [[Guides:Frequently Asked Questions|Frequently Asked Questions]]&lt;br /&gt;
*Still stumped? The best place to ask questions is [https://discord.gg/rQETB4H Discord].&lt;br /&gt;
&lt;br /&gt;
== Reference &amp;amp; Documentation ==&lt;br /&gt;
If you already know your way around Castle and just want a reference, here are some starting places:&lt;br /&gt;
&lt;br /&gt;
* List of all [[Expression|Expressions]]&lt;br /&gt;
* List of all [[Trigger|Triggers]], [[Response|Responses]], and [[Condition|Conditions]]&lt;br /&gt;
* More info on [[Variable|Variables]], [[Behavior|Behaviors]], and [[Tag|Tags]]&lt;br /&gt;
&lt;br /&gt;
== About Castle ==&lt;br /&gt;
Castle is a platform where users can build their own games and interactive artwork. The app can be downloaded from [https://castle.xyz the Official Website]&lt;br /&gt;
&lt;br /&gt;
== Contributing to this wiki ==&lt;br /&gt;
Something missing? Just interested in lending a hand? Check out our [[Castle Wiki:Contributing|Contribution Guide]].&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=755</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=755"/>
		<updated>2024-03-06T12:38:25Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Castle Wiki, which is a place to find tutorials, guides, and documentation for Castle and Deck Creation! If you&amp;#039;re thinking of building your own game or just want to play around with Castle&amp;#039;s editor and learn the basics, you&amp;#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
Below are some videos which are a good introduction to creation in Castle. When you&amp;#039;re ready, you can also check out the wiki Main Page to explore the rest of the wiki, or jump over to one of the more specific guides like .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;An Introduction to Castle — Castle Academy Ep. 1&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Actors, Blueprints, and Art — Castle Academy Ep. 2&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=754</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=754"/>
		<updated>2024-03-06T12:35:44Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;An Introduction to Castle — Castle Academy Ep. 1&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Actors, Blueprints, and Art — Castle Academy Ep. 2 &lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=753</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=753"/>
		<updated>2024-03-06T12:34:31Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Introduction to Castle — Castle Academy Ep. 1 &lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Actors, Blueprints, and Art — Castle Academy Ep. 2 &lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=752</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=752"/>
		<updated>2024-03-06T11:40:51Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Introduction to Castle — Castle Academy Ep. 1 &lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Actors, Blueprints, and Art — Castle Academy Ep. 2 &lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#css:&lt;br /&gt;
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    background: black;&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=751</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=751"/>
		<updated>2024-03-06T11:40:13Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Introduction to Castle — Castle Academy Ep. 1 &lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Actors, Blueprints, and Art — Castle Academy Ep. 2 &lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#css:&lt;br /&gt;
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    background: black;&lt;br /&gt;
    font-size: 20pt;&lt;br /&gt;
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header.mw-header.citizen-header {&lt;br /&gt;
  background-color: black;&lt;br /&gt;
}&lt;br /&gt;
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div.last-modified-bar {&lt;br /&gt;
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@media screen {&lt;br /&gt;
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    background: none;&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=750</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=750"/>
		<updated>2024-03-06T11:38:29Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#css:&lt;br /&gt;
  body {&lt;br /&gt;
    background: black;&lt;br /&gt;
    font-size: 20pt;&lt;br /&gt;
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header.mw-header.citizen-header {&lt;br /&gt;
  background-color: black;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.last-modified-bar {&lt;br /&gt;
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}&lt;br /&gt;
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  .citizen-header::before {&lt;br /&gt;
    background: none;&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=749</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=749"/>
		<updated>2024-03-06T11:35:44Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#css:&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=748</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=748"/>
		<updated>2024-03-06T11:35:30Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Protected &amp;quot;Guides:Castle Academy&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.mw-editsection { display:none; }&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=747</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=747"/>
		<updated>2024-03-06T11:32:56Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#css:&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=746</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=746"/>
		<updated>2024-03-06T11:16:12Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
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&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=745</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=745"/>
		<updated>2024-03-06T10:49:16Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=744</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=744"/>
		<updated>2024-03-06T10:48:56Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=743</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=743"/>
		<updated>2024-03-06T10:48:37Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
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&lt;div&gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;amp;t=14s&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=742</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=742"/>
		<updated>2024-03-06T10:48:19Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=741</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=741"/>
		<updated>2024-03-06T10:34:33Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
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&lt;div&gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;amp;t=14s&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=740</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=740"/>
		<updated>2024-03-06T10:17:47Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;amp;t=14s&lt;br /&gt;
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https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=730</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=730"/>
		<updated>2024-02-27T02:07:17Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;amp;t=14s&lt;br /&gt;
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https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&lt;br /&gt;
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		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=729</id>
		<title>Guides:Castle Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Academy&amp;diff=729"/>
		<updated>2024-02-27T02:06:26Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Start of page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.youtube.com/watch?v=iiyOebOJmDc&amp;amp;t=14s&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/-F6NHl9d0Ok?si=Svze9V56MY70PDXV&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Castle_Wiki:About&amp;diff=728</id>
		<title>Castle Wiki:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Castle_Wiki:About&amp;diff=728"/>
		<updated>2024-02-27T01:00:49Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
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Castle сложный для иностранцев&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Response&amp;diff=631</id>
		<title>Response</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Response&amp;diff=631"/>
		<updated>2023-06-05T19:31:48Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Reverted edits by Maricel Ty (talk) to last revision by Ben&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;Response&amp;#039;&amp;#039;&amp;#039; is the part of a [[Rule]] that describes what to do when the rule is [[Trigger|triggered]]. One rule typically has many responses, which are run in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
Typically, responses describe actions that change the state of the [[Deck]]. Some common uses for responses include changing the motion of the player, creating or destroying actors, adding to the player&amp;#039;s score, or sending the player to another [[Card]] in the deck.&lt;br /&gt;
&lt;br /&gt;
== List of responses ==&lt;br /&gt;
Castle will only show responses that are available for the [[Behavior|Behaviors]] being used on the given [[Blueprint]]. For example, if the blueprint does not have [[Music]], then the &amp;quot;Play this actor&amp;#039;s song&amp;quot; response will not appear.&lt;br /&gt;
&lt;br /&gt;
Some responses are contextual to the rule. For example, the &amp;quot;Stop repeating&amp;quot; response is only available if already inside a [[Repeat]] response.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* Create a new [[Actor]] from [[Blueprint]]&lt;br /&gt;
* Create a [[Text Box|Text box]]&lt;br /&gt;
* Destroy this actor&lt;br /&gt;
* Hide all text boxes&lt;br /&gt;
* Send player to a different [[Card]]&lt;br /&gt;
* Restart this card&lt;br /&gt;
* Add [[Tag|Tags]] to this actor&lt;br /&gt;
* Remove tags from this actor&lt;br /&gt;
&lt;br /&gt;
=== Order ===&lt;br /&gt;
&lt;br /&gt;
* Move this actor to the front&lt;br /&gt;
* Move this actor to the back&lt;br /&gt;
&lt;br /&gt;
=== [[Behavior]] ===&lt;br /&gt;
&lt;br /&gt;
* Enable a behavior&lt;br /&gt;
* Disable a behavior&lt;br /&gt;
* Modify a property&lt;br /&gt;
&lt;br /&gt;
=== Tell other actors ===&lt;br /&gt;
&lt;br /&gt;
* Tell actors with a [[Tag]] to perform a response&lt;br /&gt;
* Tell closest actor with a tag to perform a response&lt;br /&gt;
*Tell the [[Collision|Colliding]] actor to perform a response&lt;br /&gt;
&lt;br /&gt;
=== Logic ===&lt;br /&gt;
&lt;br /&gt;
* If a [[Condition]] is met, run a response&lt;br /&gt;
* [[Repeat]] N times&lt;br /&gt;
* Repeat every N seconds&lt;br /&gt;
*Stop repeating&lt;br /&gt;
* Wait before a response&lt;br /&gt;
&lt;br /&gt;
=== State ===&lt;br /&gt;
&lt;br /&gt;
* Modify the value of a [[Variable]]&lt;br /&gt;
* Reset a variable to its initial value&lt;br /&gt;
* Reset all variables to their initial values&lt;br /&gt;
* Save a variable to the [[Leaderboard]]&lt;br /&gt;
* Show the leaderboard for a variable&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
* Offer a [[snapshot]] to the player&lt;br /&gt;
&lt;br /&gt;
=== [[Motion]] ===&lt;br /&gt;
&lt;br /&gt;
* Face direction of motion&lt;br /&gt;
* Move toward my own angle&lt;br /&gt;
* Move toward another actor&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
&lt;br /&gt;
* Play a sound&lt;br /&gt;
* Stop all sound&lt;br /&gt;
* Play this actor&amp;#039;s [[Music|song]]&lt;br /&gt;
* Stop this actor&amp;#039;s song&lt;br /&gt;
* Stop a track from this actor&amp;#039;s song&lt;br /&gt;
* Play a pattern from this actor&amp;#039;s song&lt;br /&gt;
* Play one step from a pattern in this actor&amp;#039;s song&lt;br /&gt;
* Mute a track from this actor&amp;#039;s song&lt;br /&gt;
* Unmute a track from this actor&amp;#039;s song&lt;br /&gt;
&lt;br /&gt;
=== [[Clock]] ===&lt;br /&gt;
&lt;br /&gt;
* Set the clock tempo&lt;br /&gt;
&lt;br /&gt;
=== [[Camera]] ===&lt;br /&gt;
&lt;br /&gt;
* Follow this with the camera&lt;br /&gt;
&lt;br /&gt;
=== Meta ===&lt;br /&gt;
&lt;br /&gt;
* Add a note to this rule&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Rule&amp;diff=514</id>
		<title>Rule</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Rule&amp;diff=514"/>
		<updated>2022-08-01T19:53:50Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Reverted edits by Maricel Ty (talk) to last revision by Ben&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Rule is a unit of logic in Castle decks. Rules can be added to [[blueprint|blueprints]] in order to change the behavior of the blueprint in response to specific events or under certain conditions.&lt;br /&gt;
[[File:Golf-ball-rules.jpg|alt=A screenshot of a blueprint in the Castle editor showing several Rules|thumb|An example of a blueprint containing several rules.]]&lt;br /&gt;
Each rule consists of a [[Trigger]] and one or more [[response|Responses]]. A trigger is the part of a Rule that describes when to run that rule, such as &amp;#039;&amp;#039;&amp;#039;When this is tapped&amp;#039;&amp;#039;&amp;#039;. Responses are the part of the rule that describe what to do after the rule is triggered, such as &amp;#039;&amp;#039;&amp;#039;Destroy this actor&amp;#039;&amp;#039;&amp;#039;. A blueprint can have many rules, but it doesn&amp;#039;t have to have any.&lt;br /&gt;
&lt;br /&gt;
There are many different possible triggers and even more responses. Simple rules can be used by anybody to add basic logic to a game or a piece of art, like playing a sound effect when the player taps an item, or restarting the card when the player [[Collision|collides]] with an enemy. When rules start to get more complex, they can do almost anything. Advanced users have used them to make procedural art, simulations, and even basic 3d games. Rules are one of the most powerful core elements of Castle.&lt;br /&gt;
&lt;br /&gt;
== Adding and editing rules ==&lt;br /&gt;
To add rules to blueprints, first open the [[Inspector]] for the blueprint you&amp;#039;d like to edit, then go to the [[Logic]] tab.&lt;br /&gt;
&lt;br /&gt;
== Learning how to write rules ==&lt;br /&gt;
The best way to learn Rules is to follow a guide, such as [[Guides:How to make your first Castle deck|How to make your first Castle deck]], which walks you through making your first Rules. Secondly, consider starting with one of the premade Castle [[Kits]], and then inspect the blueprints that come with it. Lastly, you can also [[View Source|View the Source]] of any deck to see how it was made.&lt;br /&gt;
&lt;br /&gt;
== Examples of rules ==&lt;br /&gt;
As an illustrative example, imagine a golf game. You want to be able to sling the golf ball when it&amp;#039;s sitting on the ground, but after it&amp;#039;s flying through the air, the player shouldn&amp;#039;t be able to sling it anymore. The golf ball might have a rule like this:&lt;br /&gt;
 When this is slung: Disable behavior slingshot&lt;br /&gt;
Eventually, after the ball reaches the ground and comes to a stop, we want to allow the player to sling again:&lt;br /&gt;
 When this stops moving: Enable behavior slingshot&lt;br /&gt;
If the player accidentally slings the ball out of the screen, we count that as losing the game, so we want to start the level over. The golf ball might have a third rule like this one:&lt;br /&gt;
 When this exits the camera viewport: Restart this card&lt;br /&gt;
But if the player succeeds in putting the golf ball in the hole, we want to show a message saying they won:&lt;br /&gt;
 When this collides with tag #hole: Create text box &amp;quot;You got the ball into the hole!&amp;quot;&lt;br /&gt;
You can find a (slightly more complex) version of these exact rules if you check out the [[Golf Course Kit]].&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=List_of_Useful_Generated_Effect_Codes&amp;diff=494</id>
		<title>List of Useful Generated Effect Codes</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=List_of_Useful_Generated_Effect_Codes&amp;diff=494"/>
		<updated>2022-07-25T20:10:56Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Remove squeaky hit, lost code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of interesting and useful seeds/codes for the &amp;lt;code&amp;gt;Play sound generated effect&amp;lt;/code&amp;gt; response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play sound generated effect has 8 categories:&lt;br /&gt;
&lt;br /&gt;
* Collectable&lt;br /&gt;
* Laser&lt;br /&gt;
* Explosion&lt;br /&gt;
* Key&lt;br /&gt;
* Hit&lt;br /&gt;
* Event&lt;br /&gt;
* Tone&lt;br /&gt;
* Surprise&lt;br /&gt;
&lt;br /&gt;
These names will be prefixed before each code.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Sounds ====&lt;br /&gt;
&lt;br /&gt;
* Hit Metal Beam, Surprise 9306&lt;br /&gt;
&lt;br /&gt;
==== Hit ====&lt;br /&gt;
&lt;br /&gt;
* Spaceship hit sound effect, Surprise 7781&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
* Bedside alarm, Surprise 8676&lt;br /&gt;
* Airlock opening alarm, Surprise 506&lt;br /&gt;
* Danger alarm, Surprise 6367&lt;br /&gt;
* Character runs away, Surprise 1534&lt;br /&gt;
* Short scan, Surprise 7317&lt;br /&gt;
* Ominous Crackly Echo, Surprise 6637&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=List_of_Useful_Generated_Effect_Codes&amp;diff=493</id>
		<title>List of Useful Generated Effect Codes</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=List_of_Useful_Generated_Effect_Codes&amp;diff=493"/>
		<updated>2022-07-25T20:04:36Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Start of page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of interesting and useful seeds/codes for the &amp;lt;code&amp;gt;Play sound generated effect&amp;lt;/code&amp;gt; response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play sound generated effect has 8 categories:&lt;br /&gt;
&lt;br /&gt;
* Collectable&lt;br /&gt;
* Laser&lt;br /&gt;
* Explosion&lt;br /&gt;
* Key&lt;br /&gt;
* Hit&lt;br /&gt;
* Event&lt;br /&gt;
* Tone&lt;br /&gt;
* Surprise&lt;br /&gt;
&lt;br /&gt;
These names will be prefixed before each code.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Sounds ====&lt;br /&gt;
&lt;br /&gt;
* Hit Metal Beam, Surprise 9306&lt;br /&gt;
&lt;br /&gt;
==== Hit ====&lt;br /&gt;
&lt;br /&gt;
* Spaceship hit sound effect, Surprise 7781&lt;br /&gt;
* Squeaky hit&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
* Bedside alarm, Surprise 8676&lt;br /&gt;
* Airlock opening alarm, Surprise 506&lt;br /&gt;
* Danger alarm, Surprise 6367&lt;br /&gt;
* Character runs away, Surprise 1534&lt;br /&gt;
* Short scan, Surprise 7317&lt;br /&gt;
* Ominous Crackly Echo, Surprise 6637&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:How_to_Make_a_Jump_Button&amp;diff=492</id>
		<title>Guides:How to Make a Jump Button</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:How_to_Make_a_Jump_Button&amp;diff=492"/>
		<updated>2022-07-07T09:21:23Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: newline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jump button.jpg|thumb]]A jump button is a form of custom control, here are the steps to make a jump button: &lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Add artwork&amp;#039;&amp;#039;&amp;#039; Jump buttons usually need artwork in order to be visible. A traditional jump button is simply a arrow in a square facing up, but you can &amp;#039;&amp;#039;&amp;#039;customize&amp;#039;&amp;#039;&amp;#039; this however you want&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Enable Relative to camera&amp;#039;&amp;#039;&amp;#039;  If you want the jump button to stay on the screen if the camera is moving at the &amp;#039;&amp;#039;&amp;#039;bottom of general&amp;#039;&amp;#039;&amp;#039; you will see &amp;#039;&amp;#039;&amp;#039;relative to camera, turn that on&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Add jump logic&amp;#039;&amp;#039;&amp;#039; The code should go as follows&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;When this is tapped&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Tell actors with tag [tag]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;If {this is colliding with} [tag]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Repeat [N] times&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Modify {dynamic motion property velocity Y&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;to [-N] Relative to current value&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:How_to_Make_a_Jump_Button&amp;diff=491</id>
		<title>Guides:How to Make a Jump Button</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:How_to_Make_a_Jump_Button&amp;diff=491"/>
		<updated>2022-07-07T09:21:06Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Formatting changes, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jump button.jpg|thumb]]A jump button is a form of custom control, here are the steps to make a jump button: &lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Add artwork&amp;#039;&amp;#039;&amp;#039; Jump buttons usually need artwork in order to be visible. A traditional jump button is simply a arrow in a square facing up, but you can &amp;#039;&amp;#039;&amp;#039;customize&amp;#039;&amp;#039;&amp;#039; this however you want&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Enable Relative to camera&amp;#039;&amp;#039;&amp;#039;  If you want the jump button to stay on the screen if the camera is moving at the &amp;#039;&amp;#039;&amp;#039;bottom of general&amp;#039;&amp;#039;&amp;#039; you will see &amp;#039;&amp;#039;&amp;#039;relative to camera, turn that on&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Add jump logic&amp;#039;&amp;#039;&amp;#039;  The code should go as follows&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;When this is tapped&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Tell actors with tag [tag]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;If {this is colliding with} [tag]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Repeat [N] times&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Modify {dynamic motion property velocity Y&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;to [-N] Relative to current value&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Motion&amp;diff=490</id>
		<title>Motion</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Motion&amp;diff=490"/>
		<updated>2022-07-07T09:14:25Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Minor punctuation changes, density vs mass correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Motion&amp;#039;&amp;#039;&amp;#039; is a [[Behavior]] that allows [[Actor|Actors]] to move through [[Card]] space.&lt;br /&gt;
&lt;br /&gt;
== Using Motion ==&lt;br /&gt;
To add motion to a [[Blueprint]], open the [[Inspector]] for that blueprint, navigate to the &amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039; tab, and change the &amp;#039;&amp;#039;&amp;#039;Motion&amp;#039;&amp;#039;&amp;#039; control to either &amp;#039;&amp;#039;&amp;#039;Fixed&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039;. If you aren&amp;#039;t sure which one you need, it&amp;#039;s usually better to pick &amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039;. See below for more details on the differences between fixed and dynamic motion.&lt;br /&gt;
&lt;br /&gt;
== Fixed vs. Dynamic motion ==&lt;br /&gt;
Actors with &amp;#039;&amp;#039;&amp;#039;Fixed Motion&amp;#039;&amp;#039;&amp;#039; move at a constant rate; their velocity can never be changed by outside forces like [[Collision|Collisions]]. This can be useful if, for example, you want a windmill which always rotates the same way, or a cloud which drifts across the screen.&lt;br /&gt;
&lt;br /&gt;
Actors with &amp;#039;&amp;#039;&amp;#039;Dynamic Motion&amp;#039;&amp;#039;&amp;#039; can change their velocity when they are acted on by external forces. This is usually what you want for any object where you expect it to have physics. In fact, dynamic motion is required to add interactive controls, such as [[Drag]], and to change the way actors move through space, such as making them [[Slow Down]].&lt;br /&gt;
&lt;br /&gt;
Internally, Castle uses [https://box2d.org/ Box2D], where fixed motion corresponds to a kinematic body and dynamic motion corresponds to a dynamic body.&lt;br /&gt;
&lt;br /&gt;
== Initial Dynamic Motion Parameters ==&lt;br /&gt;
=== X Velocity ===&lt;br /&gt;
The initial velocity of the object in its X axis when it&amp;#039;s created.&lt;br /&gt;
=== Y Velocity ===&lt;br /&gt;
The initial velocity of the object in its Y axis when it&amp;#039;s created.&lt;br /&gt;
=== Rotational Velocity ===&lt;br /&gt;
The initial rotational velocity of the object when it&amp;#039;s created.&lt;br /&gt;
=== Density ===&lt;br /&gt;
The density of the object, which is factored into its mass.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Jump_button&amp;diff=489</id>
		<title>Jump button</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Jump_button&amp;diff=489"/>
		<updated>2022-07-07T09:10:15Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Lukalot moved page Jump button to Guides:How to Make a Jump Button: Page is not a factual page but instead a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Guides:How to Make a Jump Button]]&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:How_to_Make_a_Jump_Button&amp;diff=488</id>
		<title>Guides:How to Make a Jump Button</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:How_to_Make_a_Jump_Button&amp;diff=488"/>
		<updated>2022-07-07T09:10:15Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Lukalot moved page Jump button to Guides:How to Make a Jump Button: Page is not a factual page but instead a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jump button is a form of custom controls these are the steps in making jump button &lt;br /&gt;
&lt;br /&gt;
# Icon &amp;lt;!-- Optional! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jump buttons usualy need icon in order to be visible a traditional jump button is simply a arrow in a square facing up, but you can &amp;#039;&amp;#039;&amp;#039;customize&amp;#039;&amp;#039;&amp;#039; this however you want&lt;br /&gt;
&lt;br /&gt;
2. Relative to camera &amp;lt;!-- Optional! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want the jump button to stay on the screen if the camera is moving at the &amp;#039;&amp;#039;&amp;#039;bottom of general&amp;#039;&amp;#039;&amp;#039; you will see &amp;#039;&amp;#039;&amp;#039;relative to camera, turn that on&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
3. Code&lt;br /&gt;
&lt;br /&gt;
The code should go as follow&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;When this is tapped&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tell actors with tag [tag]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If {this is colliding with} [tag]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Repeat [N] times&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Modify {dynamic motion property velocity Y&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;to [-N] Relative to current value&amp;#039;&amp;#039;&amp;#039;                               &lt;br /&gt;
&lt;br /&gt;
[[File:Jump button.jpg|thumb]]&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Castle_Wiki:About&amp;diff=474</id>
		<title>Castle Wiki:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Castle_Wiki:About&amp;diff=474"/>
		<updated>2022-06-23T03:40:39Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Reverted edits by PrincezinhaCornelha (talk) to last revision by Ben&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kokot&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=471</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=471"/>
		<updated>2022-06-08T09:42:49Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: editor notes, rule uses section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;lt;blockquote&amp;gt;The following is a rough draft&lt;br /&gt;
&lt;br /&gt;
Points to consider revising/improving:&lt;br /&gt;
&lt;br /&gt;
- Walk through a creation process step by step or explain feature by feature?&lt;br /&gt;
&lt;br /&gt;
- General structure and ordering&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&amp;lt;blockquote&amp;gt;Should we be listing each tool or addressing the tools as they&amp;#039;re needed? If we only address the tools as needed, how long will it take for the user to learn the tools, and what kind of project/learning path will we need to take to teach them about each tool?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This section jumps quickly to a finished and aesthetically pleasing deck outcome, without explanation of the individual art steps to get there. It may be better to walk the creator through each step of drawing the button and rainbow, and suggest they make further changes on their own.&amp;lt;/blockquote&amp;gt;Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:[[File:Nikki_Profile_Image_with_spikes.png|frameless]]As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Publishing seems like a good motivator, but is best worded as a prompt to consider rather than of a requirement. Revise this section&amp;lt;/blockquote&amp;gt;[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive machines or games that can do things that even the creators would never have expected. One thing you can use to bring life to your decks is movement.&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s create a new deck where we can experiment with movement. In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify everything to turn it into anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves with behaviors ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and then pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around. The movement tab contains the blueprint&amp;#039;s [[Behavior|behaviors]], which are features and qualities that you can enable for the blueprint which change what it can do as an actor. You can experiment at any time with adding and removing behaviors.&lt;br /&gt;
&lt;br /&gt;
Here are some behaviors to experiment with:&lt;br /&gt;
&lt;br /&gt;
* Solid determines whether your actor can move through other actors which are solid.&lt;br /&gt;
* Bounce allows a solid actor to regain some of it&amp;#039;s reflected velocity when colliding with other solids.&lt;br /&gt;
* Slowdown causes an actor to lose velocity gradually over time.&lt;br /&gt;
* Axis lock prevents an actor from moving on a certain axis, whether it be their up (y), down (x), or rotational axis.&lt;br /&gt;
&lt;br /&gt;
In this case, let&amp;#039;s add a new behavior, [[Drag]]!&lt;br /&gt;
&lt;br /&gt;
The drag behavior enables dragging for the actor, so that it can be pressed and dragged around in the scene by the player. By enabling drag on the Marble actor, the player can now have some fun tossing it around. Try it yourself!&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039; Infinite flyer game&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section, you&amp;#039;ll learn about rules, and how they can let you control and design your actors to do interesting things.&lt;br /&gt;
&lt;br /&gt;
== What are rules? ==&lt;br /&gt;
[[Rule|Rules]] are the special sauce that make some blueprints and their actors behave in unique and special ways. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
Rules can be added to a blueprint via the [[Logic]] tab of the inspector. Rules are made up of two main parts, the Trigger and the Responses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a simple rule on the right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Triggers ===&lt;br /&gt;
Triggers are the part of a rule which determines when it will run. An example of a trigger is &amp;quot;When this is created&amp;quot;, which will cause the rule to run as soon as the actor containing the rule is created.&lt;br /&gt;
&lt;br /&gt;
=== Responses ===&lt;br /&gt;
Responses determine what the rule does when the trigger is activated. For example, if the rule has a response that says &amp;quot;Play a sound&amp;quot;, the actor will play the sound whenever the rule is triggered. Here&amp;#039;s a rule that play&amp;#039;s a voice clip whenever a new enemy appears:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a rule in the inspector for an enemy blueprint&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic rule use ==&lt;br /&gt;
Now that you understand the components of a rule, let&amp;#039;s take a look at how we could use rules to do some useful things in our deck.&amp;lt;blockquote&amp;gt;This section seems overwhelming / it might be better to take only one subject at a time. In fact, dedicating chapters or large parts of chapters to single useful responses seems useful&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actors that can&amp;#039;t leave the screen ===&lt;br /&gt;
In chapter two, we created a ball actor and it fell out of the screen when we pressed play. Imagine if instead of falling out of the screen, it moved through the screen edge and out of the ceiling. We can do that with rules!&lt;br /&gt;
&lt;br /&gt;
* Make a ball actor with the ball default blueprint and place it in an empty scene&lt;br /&gt;
* Add a new rule on the ball actor which checks if the ball has left the screen, and sends it to the opposite side of the screen depending on which side of the screen that it left&lt;br /&gt;
&lt;br /&gt;
When this leaves the camera viewport&lt;br /&gt;
&lt;br /&gt;
if x is greater than 5, modify property x to -5&lt;br /&gt;
&lt;br /&gt;
if x is less than -5, modify property x to 5&lt;br /&gt;
&lt;br /&gt;
if y is greater than 7, modify property y to -7&lt;br /&gt;
&lt;br /&gt;
if y is less than -7, modify property y to 7&lt;br /&gt;
&lt;br /&gt;
=== Actors that grow when they&amp;#039;re tapped ===&lt;br /&gt;
&lt;br /&gt;
* Draw some art for a new empty actor, or use the &amp;quot;Wall&amp;quot; default blueprint.&lt;br /&gt;
* Add a new rule to the actor that uses the &amp;quot;When this is tapped&amp;quot; trigger, and sets the actor&amp;#039;s width and height to be larger whenever it is tapped.&lt;br /&gt;
&lt;br /&gt;
When this is tapped&lt;br /&gt;
&lt;br /&gt;
modify property Width Scale to 1 (relative)&lt;br /&gt;
&lt;br /&gt;
modify property Height Scale to 1 (relative)&lt;br /&gt;
&lt;br /&gt;
=== Actors that play a sound when colliding ===&lt;br /&gt;
&lt;br /&gt;
* Draw some art of rocks or characters that can bounce around, or use the &amp;quot;ball&amp;quot; default blueprint. Make sure your blueprint has the &amp;#039;gravity&amp;#039;, &amp;#039;bounce&amp;#039;, and &amp;#039;drag&amp;#039; behaviors.&lt;br /&gt;
* Add a rule to the actors&lt;br /&gt;
&lt;br /&gt;
== Making a game with rules ==&lt;br /&gt;
You&amp;#039;ve learned a lot so far in this tutorial, and now that you understand rules a bit better, we can build a small game as this chapter&amp;#039;s project. With the Castle knowledge you&amp;#039;ve taken on so far, you could already try hundreds of different game concepts! One of those possibilities, which we&amp;#039;ll build in this chapter, is an &amp;#039;&amp;#039;infinite runner&amp;#039;&amp;#039; game!&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=470</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=470"/>
		<updated>2022-06-06T20:52:41Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: remove old nikki intro image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:[[File:Nikki_Profile_Image_with_spikes.png|frameless]]As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive machines or games that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify everything to turn it into anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves with behaviors ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and then pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around. The movement tab contains the blueprint&amp;#039;s [[Behavior|behaviors]], which are features and qualities that you can enable for the blueprint which change what it can do as an actor. You can experiment at any time with adding and removing behaviors.&lt;br /&gt;
&lt;br /&gt;
Here are some behaviors to experiment with:&lt;br /&gt;
&lt;br /&gt;
* Solid determines whether your actor can move through other actors which are solid.&lt;br /&gt;
* Bounce allows a solid actor to regain some of it&amp;#039;s reflected velocity when colliding with other solids.&lt;br /&gt;
* Slowdown causes an actor to lose velocity gradually over time.&lt;br /&gt;
* Axis lock prevents an actor from moving on a certain axis, wether it be their, up (y), down (x), or rotational axis.&lt;br /&gt;
&lt;br /&gt;
In this case, let&amp;#039;s add a new behavior, [[Drag]]!&lt;br /&gt;
&lt;br /&gt;
The drag behavior enables dragging for the actor, so that it can be pressed and dragged around in the scene by the player. By enabling drag on the Marble actor, the player can now have some fun tossing it around. Try it yourself!&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039; Infinite flyer game&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section, you&amp;#039;ll learn about rules, and how they can let you control and design your actors to do interesting things.&lt;br /&gt;
&lt;br /&gt;
== What are rules? ==&lt;br /&gt;
[[Rule|Rules]] are the special sauce that make some blueprints and their actors behave in unique and special ways. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
Rules can be added to a blueprint via the [[Logic]] tab of the inspector. Rules are made up of two main parts, the Trigger and the Responses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a simple rule on the right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Triggers ===&lt;br /&gt;
Triggers are the part of a rule which determines when it will run. An example of a trigger is &amp;quot;When this is created&amp;quot;, which will cause the rule to run as soon as the actor containing the rule is created.&lt;br /&gt;
&lt;br /&gt;
=== Responses ===&lt;br /&gt;
Responses determine what the rule does when the trigger is activated. For example, if the rule has a response that says &amp;quot;Play a sound&amp;quot;, the actor will play the sound whenever the rule is triggered. Here&amp;#039;s a rule that play&amp;#039;s a voice clip whenever a new enemy appears:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a rule in the inspector for an enemy blueprint&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Making a game with rules ==&lt;br /&gt;
You&amp;#039;ve learned a lot so far in this tutorial, and now that you understand rules a bit better, we can build a small game as this chapter&amp;#039;s project.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=469</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=469"/>
		<updated>2022-06-06T20:51:46Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: New intro deck image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:&lt;br /&gt;
[[File:Nikki Profile Image with spikes.png|thumb]]&lt;br /&gt;
[[File:Nikki_Intro_Deck.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive machines or games that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify everything to turn it into anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves with behaviors ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and then pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around. The movement tab contains the blueprint&amp;#039;s [[Behavior|behaviors]], which are features and qualities that you can enable for the blueprint which change what it can do as an actor. You can experiment at any time with adding and removing behaviors.&lt;br /&gt;
&lt;br /&gt;
Here are some behaviors to experiment with:&lt;br /&gt;
&lt;br /&gt;
* Solid determines whether your actor can move through other actors which are solid.&lt;br /&gt;
* Bounce allows a solid actor to regain some of it&amp;#039;s reflected velocity when colliding with other solids.&lt;br /&gt;
* Slowdown causes an actor to lose velocity gradually over time.&lt;br /&gt;
* Axis lock prevents an actor from moving on a certain axis, wether it be their, up (y), down (x), or rotational axis.&lt;br /&gt;
&lt;br /&gt;
In this case, let&amp;#039;s add a new behavior, [[Drag]]!&lt;br /&gt;
&lt;br /&gt;
The drag behavior enables dragging for the actor, so that it can be pressed and dragged around in the scene by the player. By enabling drag on the Marble actor, the player can now have some fun tossing it around. Try it yourself!&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039; Infinite flyer game&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section, you&amp;#039;ll learn about rules, and how they can let you control and design your actors to do interesting things.&lt;br /&gt;
&lt;br /&gt;
== What are rules? ==&lt;br /&gt;
[[Rule|Rules]] are the special sauce that make some blueprints and their actors behave in unique and special ways. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
Rules can be added to a blueprint via the [[Logic]] tab of the inspector. Rules are made up of two main parts, the Trigger and the Responses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a simple rule on the right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Triggers ===&lt;br /&gt;
Triggers are the part of a rule which determines when it will run. An example of a trigger is &amp;quot;When this is created&amp;quot;, which will cause the rule to run as soon as the actor containing the rule is created.&lt;br /&gt;
&lt;br /&gt;
=== Responses ===&lt;br /&gt;
Responses determine what the rule does when the trigger is activated. For example, if the rule has a response that says &amp;quot;Play a sound&amp;quot;, the actor will play the sound whenever the rule is triggered. Here&amp;#039;s a rule that play&amp;#039;s a voice clip whenever a new enemy appears:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a rule in the inspector for an enemy blueprint&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Making a game with rules ==&lt;br /&gt;
You&amp;#039;ve learned a lot so far in this tutorial, and now that you understand rules a bit better, we can build a small game as this chapter&amp;#039;s project.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=File:Nikki_Profile_Image_with_spikes.png&amp;diff=468</id>
		<title>File:Nikki Profile Image with spikes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=File:Nikki_Profile_Image_with_spikes.png&amp;diff=468"/>
		<updated>2022-06-06T20:51:18Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of a profile intro deck for @nikki&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=467</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=467"/>
		<updated>2022-06-06T10:55:54Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Chapter 3 project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:&lt;br /&gt;
&lt;br /&gt;
[[File:Nikki_Intro_Deck.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive machines or games that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify everything to turn it into anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves with behaviors ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and then pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around. The movement tab contains the blueprint&amp;#039;s [[Behavior|behaviors]], which are features and qualities that you can enable for the blueprint which change what it can do as an actor. You can experiment at any time with adding and removing behaviors.&lt;br /&gt;
&lt;br /&gt;
Here are some behaviors to experiment with:&lt;br /&gt;
&lt;br /&gt;
* Solid determines whether your actor can move through other actors which are solid.&lt;br /&gt;
* Bounce allows a solid actor to regain some of it&amp;#039;s reflected velocity when colliding with other solids.&lt;br /&gt;
* Slowdown causes an actor to lose velocity gradually over time.&lt;br /&gt;
* Axis lock prevents an actor from moving on a certain axis, wether it be their, up (y), down (x), or rotational axis.&lt;br /&gt;
&lt;br /&gt;
In this case, let&amp;#039;s add a new behavior, [[Drag]]!&lt;br /&gt;
&lt;br /&gt;
The drag behavior enables dragging for the actor, so that it can be pressed and dragged around in the scene by the player. By enabling drag on the Marble actor, the player can now have some fun tossing it around. Try it yourself!&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039; Infinite flyer game&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section, you&amp;#039;ll learn about rules, and how they can let you control and design your actors to do interesting things.&lt;br /&gt;
&lt;br /&gt;
== What are rules? ==&lt;br /&gt;
[[Rule|Rules]] are the special sauce that make some blueprints and their actors behave in unique and special ways. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
Rules can be added to a blueprint via the [[Logic]] tab of the inspector. Rules are made up of two main parts, the Trigger and the Responses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a simple rule on the right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Triggers ===&lt;br /&gt;
Triggers are the part of a rule which determines when it will run. An example of a trigger is &amp;quot;When this is created&amp;quot;, which will cause the rule to run as soon as the actor containing the rule is created.&lt;br /&gt;
&lt;br /&gt;
=== Responses ===&lt;br /&gt;
Responses determine what the rule does when the trigger is activated. For example, if the rule has a response that says &amp;quot;Play a sound&amp;quot;, the actor will play the sound whenever the rule is triggered. Here&amp;#039;s a rule that play&amp;#039;s a voice clip whenever a new enemy appears:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a rule in the inspector for an enemy blueprint&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Making a game with rules ==&lt;br /&gt;
You&amp;#039;ve learned a lot so far in this tutorial, and now that you understand rules a bit better, we can build a small game as this chapter&amp;#039;s project.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=466</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=466"/>
		<updated>2022-06-06T09:17:10Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: what are rules?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:&lt;br /&gt;
&lt;br /&gt;
[[File:Nikki_Intro_Deck.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive machines or games that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify everything to turn it into anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves with behaviors ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and then pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around. The movement tab contains the blueprint&amp;#039;s [[Behavior|behaviors]], which are features and qualities that you can enable for the blueprint which change what it can do as an actor. You can experiment at any time with adding and removing behaviors.&lt;br /&gt;
&lt;br /&gt;
Here are some behaviors to experiment with:&lt;br /&gt;
&lt;br /&gt;
* Solid determines whether your actor can move through other actors which are solid.&lt;br /&gt;
* Bounce allows a solid actor to regain some of it&amp;#039;s reflected velocity when colliding with other solids.&lt;br /&gt;
* Slowdown causes an actor to lose velocity gradually over time.&lt;br /&gt;
* Axis lock prevents an actor from moving on a certain axis, wether it be their, up (y), down (x), or rotational axis.&lt;br /&gt;
&lt;br /&gt;
In this case, let&amp;#039;s add a new behavior, [[Drag]]!&lt;br /&gt;
&lt;br /&gt;
The drag behavior enables dragging for the actor, so that it can be pressed and dragged around in the scene by the player. By enabling drag on the Marble actor, the player can now have some fun tossing it around. Try it yourself!&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039; Infinite runner game&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section, you&amp;#039;ll learn about rules, and how they can let you control and design your actors to do interesting things.&lt;br /&gt;
&lt;br /&gt;
== What are rules? ==&lt;br /&gt;
[[Rule|Rules]] are the special sauce that make some blueprints and their actors behave in unique and special ways. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
Rules can be added to a blueprint via the [[Logic]] tab of the inspector. Rules are made up of two main parts, the Trigger and the Responses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a simple rule on the right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Triggers ===&lt;br /&gt;
Triggers are the part of a rule which determines when it will run. An example of a trigger is &amp;quot;When this is created&amp;quot;, which will cause the rule to run as soon as the actor containing the rule is created.&lt;br /&gt;
&lt;br /&gt;
=== Responses ===&lt;br /&gt;
Responses determine what the rule does when the trigger is activated. For example, if the rule has a response that says &amp;quot;Play a sound&amp;quot;, the actor will play the sound whenever the rule is triggered. Here&amp;#039;s a rule that play&amp;#039;s a voice clip whenever a new enemy appears:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;image of a rule in the inspector for an enemy blueprint&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=465</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=465"/>
		<updated>2022-06-03T11:02:44Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: remove bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:&lt;br /&gt;
&lt;br /&gt;
[[File:Nikki_Intro_Deck.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive machines or games that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify everything to turn it into anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves with behaviors ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and then pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around. The movement tab contains the blueprint&amp;#039;s [[Behavior|behaviors]], which are features and qualities that you can enable for the blueprint which change what it can do as an actor. You can experiment at any time with adding and removing behaviors.&lt;br /&gt;
&lt;br /&gt;
Here are some behaviors to experiment with:&lt;br /&gt;
&lt;br /&gt;
* Solid determines whether your actor can move through other actors which are solid.&lt;br /&gt;
* Bounce allows a solid actor to regain some of it&amp;#039;s reflected velocity when colliding with other solids.&lt;br /&gt;
* Slowdown causes an actor to lose velocity gradually over time.&lt;br /&gt;
* Axis lock prevents an actor from moving on a certain axis, wether it be their, up (y), down (x), or rotational axis.&lt;br /&gt;
&lt;br /&gt;
In this case, let&amp;#039;s add a new behavior, [[Drag]]!&lt;br /&gt;
&lt;br /&gt;
The drag behavior enables dragging for the actor, so that it can be pressed and dragged around in the scene by the player. By enabling drag on the Marble actor, the player can now have some fun tossing it around. Try it yourself!&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039; Incremental game / Story game / Infinite runner game&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rules are the secret sauce that makes some blueprints and their actors truly unique and special. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=464</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=464"/>
		<updated>2022-06-02T10:49:55Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Behaviors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:&lt;br /&gt;
&lt;br /&gt;
[[File:Nikki_Intro_Deck.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Bonus Section: Getting to know the inspector General tab =&lt;br /&gt;
This bonus section takes a look at the general tab of the inspector and explains each of it&amp;#039;s features!&lt;br /&gt;
&lt;br /&gt;
=== Artwork ===&lt;br /&gt;
Artwork is the first section of the inspector. It features one or multiple &amp;#039;&amp;#039;art frames&amp;#039;&amp;#039; and a &amp;quot;plus&amp;quot; button to add more.Art frames are animated between when the actor&amp;#039;s animation is played. You can also change how the animation is treated when the actor is created with the &amp;quot;play when created&amp;#039; options.&lt;br /&gt;
&lt;br /&gt;
* Still will not play, but can be modified with [[Logic]]&lt;br /&gt;
* Once will play the animation once, and stop when it reaches the end&lt;br /&gt;
* Loop will keep playing the animation repeatedly, returning to the beginning and continuing when it reaches the end.&lt;br /&gt;
&lt;br /&gt;
Frames per second is how many animation frames will appear during a second while the actor is animating. It&amp;#039;s set to 4 by default, which means that for every second that passes while the actor is animating, four of the actors frames will be flipped through.&lt;br /&gt;
&lt;br /&gt;
The Visible option determines whether the actor displays it&amp;#039;s art on screen or not.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are something we&amp;#039;ll discuss in a future chapter, but they&amp;#039;re a way of labelling and managing your actors!&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
You can use the music section to write custom songs into actors to be played. There&amp;#039;ll also be a chapter about this!&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Layout determines the scale and orientation of the actor. For example, editing width to 2 instead of the default 1 will cause it to be stretched. &amp;quot;Apply layout to blueprint&amp;quot; will modify all actors that use this blueprint in the scene to share the settings that you make on the blueprint. Otherwise, they&amp;#039;ll retain their own scale and orientation. Actors that have been newly dragged from the belt will always share the blueprints properties.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Relative to camera&amp;quot; option will make your actors always move with the screen. Very handy for onscreen UI and some special effects!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive machines or games that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify everything to turn it into anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves with behaviors ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and then pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around. The movement tab contains the blueprint&amp;#039;s [[Behavior|behaviors]], which are features and qualities that you can enable for the blueprint which change what it can do as an actor. You can experiment at any time with adding and removing behaviors.&lt;br /&gt;
&lt;br /&gt;
Here are some behaviors to experiment with:&lt;br /&gt;
&lt;br /&gt;
* Solid determines whether your actor can move through other actors which are solid.&lt;br /&gt;
* Bounce allows a solid actor to regain some of it&amp;#039;s reflected velocity when colliding with other solids.&lt;br /&gt;
* Slowdown causes an actor to lose velocity gradually over time.&lt;br /&gt;
* Axis lock prevents an actor from moving on a certain axis, wether it be their, up (y), down (x), or rotational axis.&lt;br /&gt;
&lt;br /&gt;
In this case, let&amp;#039;s add a new behavior, [[Drag]]!&lt;br /&gt;
&lt;br /&gt;
The drag behavior enables dragging for the actor, so that it can be pressed and dragged around in the scene by the player. By enabling drag on the Marble actor, the player can now have some fun tossing it around. Try it yourself!&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039; Incremental game / Story game / Infinite runner game&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rules are the secret sauce that makes some blueprints and their actors truly unique and special. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=463</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=463"/>
		<updated>2022-06-01T10:55:45Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: behaviors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:&lt;br /&gt;
&lt;br /&gt;
[[File:Nikki_Intro_Deck.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Bonus Section: Getting to know the inspector General tab =&lt;br /&gt;
This bonus section takes a look at the general tab of the inspector and explains each of it&amp;#039;s features!&lt;br /&gt;
&lt;br /&gt;
=== Artwork ===&lt;br /&gt;
Artwork is the first section of the inspector. It features one or multiple &amp;#039;&amp;#039;art frames&amp;#039;&amp;#039; and a &amp;quot;plus&amp;quot; button to add more.Art frames are animated between when the actor&amp;#039;s animation is played. You can also change how the animation is treated when the actor is created with the &amp;quot;play when created&amp;#039; options.&lt;br /&gt;
&lt;br /&gt;
* Still will not play, but can be modified with [[Logic]]&lt;br /&gt;
* Once will play the animation once, and stop when it reaches the end&lt;br /&gt;
* Loop will keep playing the animation repeatedly, returning to the beginning and continuing when it reaches the end.&lt;br /&gt;
&lt;br /&gt;
Frames per second is how many animation frames will appear during a second while the actor is animating. It&amp;#039;s set to 4 by default, which means that for every second that passes while the actor is animating, four of the actors frames will be flipped through.&lt;br /&gt;
&lt;br /&gt;
The Visible option determines whether the actor displays it&amp;#039;s art on screen or not.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are something we&amp;#039;ll discuss in a future chapter, but they&amp;#039;re a way of labelling and managing your actors!&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
You can use the music section to write custom songs into actors to be played. There&amp;#039;ll also be a chapter about this!&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Layout determines the scale and orientation of the actor. For example, editing width to 2 instead of the default 1 will cause it to be stretched. &amp;quot;Apply layout to blueprint&amp;quot; will modify all actors that use this blueprint in the scene to share the settings that you make on the blueprint. Otherwise, they&amp;#039;ll retain their own scale and orientation. Actors that have been newly dragged from the belt will always share the blueprints properties.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Relative to camera&amp;quot; option will make your actors always move with the screen. Very handy for onscreen UI and some special effects!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive machines or games that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify everything to turn it into anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves with behaviors ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around. The movement tab contains the blueprint&amp;#039;s [[Behavior|behaviors]], which are different features and qualities that you can enable for the blueprint&amp;#039;s actors.&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039; Incremental game / Story game / Infinite runner game&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rules are the secret sauce that makes some blueprints and their actors truly unique and special. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=462</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=462"/>
		<updated>2022-05-31T11:20:31Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: systems -&amp;gt; machines or games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:&lt;br /&gt;
&lt;br /&gt;
[[File:Nikki_Intro_Deck.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Bonus Section: Getting to know the inspector General tab =&lt;br /&gt;
This bonus section takes a look at the general tab of the inspector and explains each of it&amp;#039;s features!&lt;br /&gt;
&lt;br /&gt;
=== Artwork ===&lt;br /&gt;
Artwork is the first section of the inspector. It features one or multiple &amp;#039;&amp;#039;art frames&amp;#039;&amp;#039; and a &amp;quot;plus&amp;quot; button to add more.Art frames are animated between when the actor&amp;#039;s animation is played. You can also change how the animation is treated when the actor is created with the &amp;quot;play when created&amp;#039; options.&lt;br /&gt;
&lt;br /&gt;
* Still will not play, but can be modified with [[Logic]]&lt;br /&gt;
* Once will play the animation once, and stop when it reaches the end&lt;br /&gt;
* Loop will keep playing the animation repeatedly, returning to the beginning and continuing when it reaches the end.&lt;br /&gt;
&lt;br /&gt;
Frames per second is how many animation frames will appear during a second while the actor is animating. It&amp;#039;s set to 4 by default, which means that for every second that passes while the actor is animating, four of the actors frames will be flipped through.&lt;br /&gt;
&lt;br /&gt;
The Visible option determines whether the actor displays it&amp;#039;s art on screen or not.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are something we&amp;#039;ll discuss in a future chapter, but they&amp;#039;re a way of labelling and managing your actors!&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
You can use the music section to write custom songs into actors to be played. There&amp;#039;ll also be a chapter about this!&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Layout determines the scale and orientation of the actor. For example, editing width to 2 instead of the default 1 will cause it to be stretched. &amp;quot;Apply layout to blueprint&amp;quot; will modify all actors that use this blueprint in the scene to share the settings that you make on the blueprint. Otherwise, they&amp;#039;ll retain their own scale and orientation. Actors that have been newly dragged from the belt will always share the blueprints properties.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Relative to camera&amp;quot; option will make your actors always move with the screen. Very handy for onscreen UI and some special effects!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive machines or games that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify anything and everything to build anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around.&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rules are the secret sauce that makes some blueprints and their actors truly unique and special. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=461</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=461"/>
		<updated>2022-05-31T11:11:23Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: chapter 3 detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:&lt;br /&gt;
&lt;br /&gt;
[[File:Nikki_Intro_Deck.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Bonus Section: Getting to know the inspector General tab =&lt;br /&gt;
This bonus section takes a look at the general tab of the inspector and explains each of it&amp;#039;s features!&lt;br /&gt;
&lt;br /&gt;
=== Artwork ===&lt;br /&gt;
Artwork is the first section of the inspector. It features one or multiple &amp;#039;&amp;#039;art frames&amp;#039;&amp;#039; and a &amp;quot;plus&amp;quot; button to add more.Art frames are animated between when the actor&amp;#039;s animation is played. You can also change how the animation is treated when the actor is created with the &amp;quot;play when created&amp;#039; options.&lt;br /&gt;
&lt;br /&gt;
* Still will not play, but can be modified with [[Logic]]&lt;br /&gt;
* Once will play the animation once, and stop when it reaches the end&lt;br /&gt;
* Loop will keep playing the animation repeatedly, returning to the beginning and continuing when it reaches the end.&lt;br /&gt;
&lt;br /&gt;
Frames per second is how many animation frames will appear during a second while the actor is animating. It&amp;#039;s set to 4 by default, which means that for every second that passes while the actor is animating, four of the actors frames will be flipped through.&lt;br /&gt;
&lt;br /&gt;
The Visible option determines whether the actor displays it&amp;#039;s art on screen or not.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are something we&amp;#039;ll discuss in a future chapter, but they&amp;#039;re a way of labelling and managing your actors!&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
You can use the music section to write custom songs into actors to be played. There&amp;#039;ll also be a chapter about this!&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Layout determines the scale and orientation of the actor. For example, editing width to 2 instead of the default 1 will cause it to be stretched. &amp;quot;Apply layout to blueprint&amp;quot; will modify all actors that use this blueprint in the scene to share the settings that you make on the blueprint. Otherwise, they&amp;#039;ll retain their own scale and orientation. Actors that have been newly dragged from the belt will always share the blueprints properties.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Relative to camera&amp;quot; option will make your actors always move with the screen. Very handy for onscreen UI and some special effects!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something: There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive systems that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
&lt;br /&gt;
Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify anything and everything to build anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
&lt;br /&gt;
== Editing physics ourselves ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
&lt;br /&gt;
To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around.&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rules are the secret sauce that makes some blueprints and their actors truly unique and special. In this chapter we&amp;#039;ll take a look at how rules can let you build actors with all sorts of interesting purposes.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=460</id>
		<title>Guides:Castle Crash Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Guides:Castle_Crash_Course&amp;diff=460"/>
		<updated>2022-05-31T11:04:48Z</updated>

		<summary type="html">&lt;p&gt;Lukalot: Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This article is an outline for a future collection of guides, and is incomplete&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is a possible rough draft outline&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Welcome to a crash course on how to build games and interactive art with Castle! In this course, you&amp;#039;ll learn how build all sorts of blueprints, widgets and gizmos to make whatever you can imagine using the Castle editor.  You&amp;#039;ll have the know-how to build your own Castle adventure game and will have learned the ropes of how to craft even more custom creations.&lt;br /&gt;
&lt;br /&gt;
Before you begin, make sure you have the Castle app installed on your device. Optionally, make a Castle account so that you can post your work as you finish it.&lt;br /&gt;
&lt;br /&gt;
You can find Castle on the [https://play.google.com/store/apps/details?id=xyz.castle Google Play Store] or [https://apps.apple.com/us/app/castle-make-and-play/id1529189247 iOS App Store]. Move ahead once you have your own copy of the app!&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 - Starting a new card =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A cool intro page card for your Castle profile!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Castle cards are what Castle is made of. They&amp;#039;re collections of &amp;#039;&amp;#039;actors&amp;#039;&amp;#039; and are filled with games, curiosities, stories, and characters. When you first opened up Castle, you might have played [[Feed|the feed]], an infinite stream of games made by real people.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to start a new deck of your own, just navigate to the Create screen and select the &amp;quot;New Deck&amp;quot; button on the top right. This will create a deck, or a collection of cards for you to begin creating from.&lt;br /&gt;
&lt;br /&gt;
From here, you&amp;#039;ll have the option to select any of the kits featured on the New Deck menu, or you can pick &amp;quot;Blank&amp;quot; to make a deck without any preset contents. Let&amp;#039;s make a new deck now, and let&amp;#039;s start with a Blank canvas so that we can learn about some Castle concepts.&lt;br /&gt;
&lt;br /&gt;
As soon as you tap on the Blank deck option, it will expand into an editor that fills the screen. The background is a light blue and there are white bars on the top and bottom of the screen. There are 6 buttons on the screen, so let&amp;#039;s take a look at what all of them do.&lt;br /&gt;
&lt;br /&gt;
# On the top right is the back button, which will take you back to your create screen. &lt;br /&gt;
# The play button in the top center will put your deck into play mode and let you try out what you&amp;#039;ve made so far. The deck is empty right now, so it will just be blank.&lt;br /&gt;
# Next are the Undo and Redo buttons, which just let you roll back your previous action and move around through your changes.&lt;br /&gt;
# The forth button, located in the top center, is the [[Tools]] gear icon. This button will open up the Tools menu to show you some extra deck options.&lt;br /&gt;
# The save button will save your deck so that you can come back to it later. Do this often!&lt;br /&gt;
# On the bottom center of the screen is the + button, which is how you add new actors into the scene.&lt;br /&gt;
&lt;br /&gt;
Try taking a look at each button and experimenting with them so that you remember what they do in future.&lt;br /&gt;
&lt;br /&gt;
== Actors and Blueprints ==&lt;br /&gt;
[[Actor|Actors]] are the building blocks that make cards work! Think about some of your favorite games– if they include something like a player character, spaceships, coins, or collectable loot, all of those things are examples of actors! Actors can move around, be controlled by the player, explode, grow or shrink, they can do pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
Actors makes sense, but what are blueprints? Well, we usually don&amp;#039;t want only &amp;#039;&amp;#039;one&amp;#039;&amp;#039; coin or &amp;#039;&amp;#039;one&amp;#039;&amp;#039; enemy. We want lots, sometimes even dozens or hundreds of the same sort of actor. It would be really exhausting if we had to redraw our characters and items every time we wanted another, which is why we have [[Blueprint|blueprints]], which are designs that we can pre-make and that actors can then be created based on. Whenever we want to make a new actor, we first design a blueprint that it will be made from, and then we drag the blueprint into the card to place an actor that uses the blueprint!&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make a new blueprint.&lt;br /&gt;
&lt;br /&gt;
# Tap on the + button&lt;br /&gt;
# Select &amp;quot;Empty Blueprint&amp;quot;&lt;br /&gt;
The blueprint is now visible at the bottom of the editor!&lt;br /&gt;
&lt;br /&gt;
Now we can edit it by pressing &amp;quot;Edit blueprint&amp;quot;. This will open the [[inspector]], which is a control panel where we can edit everything about our blueprint&amp;#039;s actors. For this section, let&amp;#039;s design a cool intro page for your account! This blueprint can be the first part of your page, the title. Rename the blueprint to whatever you want by tapping on the title and editing it. We&amp;#039;re naming ours &amp;quot;My Title&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Artwork Basics ==&lt;br /&gt;
[[File:Character art frame.jpg|thumb|117x117px|The art frame button, which opens the art tool.]]&lt;br /&gt;
If we want to make a nice title piece for your intro card, we definitely need to know how to add art to our blueprints. The good news is that there&amp;#039;s an art and drawing tool built right into Castle. Just tap the empty &amp;quot;Artwork&amp;quot; frame with the pencil icon on it. This will open the [[Art|art tool]].&lt;br /&gt;
&lt;br /&gt;
Take a look around around. There are lots of tools and options here. On the left side, we see a bar of selectable tools:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pencil tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you draw shapes and lines&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bucket tool&amp;#039;&amp;#039;&amp;#039;: Fills existing spaces with new colors&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hand tool&amp;#039;&amp;#039;&amp;#039;: This tool lets you reshape and warp drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eraser tool&amp;#039;&amp;#039;&amp;#039;: Clears away drawings&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eyedropper tool&amp;#039;&amp;#039;&amp;#039;: Picks a color from the drawing canvas&lt;br /&gt;
&lt;br /&gt;
When you select a drawing tool from the tools list, sometimes it has tool options that appear in a list on the &amp;#039;&amp;#039;right&amp;#039;&amp;#039; side. Initially the pencil tool is selected, and it has a set of options which you can experiment with. Pick your color from the color picker on the top right and write your name! Here are some example names we drew in different styles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert title drawings picture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re working on your art, you can order the different parts of your drawings and images conveniently by adding new layers. To add a new layer, press either the &amp;quot;drawing&amp;quot; or &amp;quot;image&amp;quot; button, depending on whether you want to upload and image to Castle or draw by hand.&lt;br /&gt;
&lt;br /&gt;
Now that your first piece of artwork is done, let&amp;#039;s drag the new Title blueprint into the card scene by grabbing it from the belt on the bottom and dragging upwards. As soon as you drop it into the scene, it will be created as a new actor.&lt;br /&gt;
&lt;br /&gt;
== Fleshing out your introduction deck ==&lt;br /&gt;
Great work so far! You&amp;#039;ve learned how to create blueprints, draw artwork, and place new actors. Now you&amp;#039;re free to flesh out your intro deck with more art and designs! Here&amp;#039;s what an example of an introduction deck for the profile &amp;lt;code&amp;gt;@Nikki&amp;lt;/code&amp;gt; might look like:&lt;br /&gt;
&lt;br /&gt;
[[File:Nikki_Intro_Deck.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
As you can see, it lists a few facts about @nikki&amp;#039;s profile, like how there are experiments and games on it!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for your own introduction deck:&lt;br /&gt;
&lt;br /&gt;
* Sketch or type your name in big letters.&lt;br /&gt;
* Draw your Original Character and feature it in the deck!&lt;br /&gt;
* List some things that you enjoy or want to build on castle.&lt;br /&gt;
* Add decorations in the background!&lt;br /&gt;
&lt;br /&gt;
== Publishing your intro deck ==&lt;br /&gt;
[[File:How to share.png|thumb|531x531px]]&lt;br /&gt;
You&amp;#039;ve done it! You have a cool intro deck ready to share with the rest of the Castle world. The last step in making a deck is to publish it! You can publish your new introduction deck to your profile and the public feed by setting it to &amp;quot;published&amp;quot; from the share screen. Here&amp;#039;s how you can navigate there:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the &amp;quot;Deck&amp;quot; screen by tapping on your deck from the create screen, or pressing the back button if you&amp;#039;re already in the editor.&lt;br /&gt;
* Press &amp;quot;Share your deck&amp;quot;&lt;br /&gt;
* Write a caption if you want to, and then select the &amp;quot;Public&amp;quot; visibility option.&lt;br /&gt;
* Press save, and exit!&lt;br /&gt;
&lt;br /&gt;
Woohoo, your deck is now public, so other castle users can see it and play it themselves. Welcome to Castle, and good job finishing chapter one of the Crash Course!&lt;br /&gt;
&lt;br /&gt;
= Bonus Section: Getting to know the inspector General tab =&lt;br /&gt;
This bonus section takes a look at the general tab of the inspector and explains each of it&amp;#039;s features!&lt;br /&gt;
&lt;br /&gt;
=== Artwork ===&lt;br /&gt;
Artwork is the first section of the inspector. It features one or multiple &amp;#039;&amp;#039;art frames&amp;#039;&amp;#039; and a &amp;quot;plus&amp;quot; button to add more.Art frames are animated between when the actor&amp;#039;s animation is played. You can also change how the animation is treated when the actor is created with the &amp;quot;play when created&amp;#039; options.&lt;br /&gt;
&lt;br /&gt;
* Still will not play, but can be modified with [[Logic]]&lt;br /&gt;
* Once will play the animation once, and stop when it reaches the end&lt;br /&gt;
* Loop will keep playing the animation repeatedly, returning to the beginning and continuing when it reaches the end.&lt;br /&gt;
&lt;br /&gt;
Frames per second is how many animation frames will appear during a second while the actor is animating. It&amp;#039;s set to 4 by default, which means that for every second that passes while the actor is animating, four of the actors frames will be flipped through.&lt;br /&gt;
&lt;br /&gt;
The Visible option determines whether the actor displays it&amp;#039;s art on screen or not.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are something we&amp;#039;ll discuss in a future chapter, but they&amp;#039;re a way of labelling and managing your actors!&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
You can use the music section to write custom songs into actors to be played. There&amp;#039;ll also be a chapter about this!&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Layout determines the scale and orientation of the actor. For example, editing width to 2 instead of the default 1 will cause it to be stretched. &amp;quot;Apply layout to blueprint&amp;quot; will modify all actors that use this blueprint in the scene to share the settings that you make on the blueprint. Otherwise, they&amp;#039;ll retain their own scale and orientation. Actors that have been newly dragged from the belt will always share the blueprints properties.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Relative to camera&amp;quot; option will make your actors always move with the screen. Very handy for onscreen UI and some special effects!&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 - Movement, physics, and touchable decks =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll learn to build in this chapter:&amp;#039;&amp;#039;&amp;#039; A fancy Rube Goldberg Marble Machine!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your deck is bustling with shapes and colors, but it&amp;#039;s lacking something. There&amp;#039;s no movement. Castle decks aren&amp;#039;t just about still art, sometimes they&amp;#039;re about making interactive systems that can do things that even the creators would never have expected. One such thing to add to your decks is movement, which can make your actors come to life on the screen.&lt;br /&gt;
&lt;br /&gt;
Create a new deck where we can experiment with movement.&lt;br /&gt;
&lt;br /&gt;
In this deck, let&amp;#039;s try adding the &amp;quot;Ball&amp;quot; default blueprint, which is listed near the bottom of the &amp;quot;Add a blueprint&amp;quot; list. If you don&amp;#039;t remember how to add a new blueprint to the deck, or any other detail of how to make and edit actors, you can always check back to the previous chapter.&lt;br /&gt;
&lt;br /&gt;
Once the ball is in the scene, try pressing play! You should see that the ball falls out of the scene. This is because there are no solid walls around the screen edges, or really anywhere, to stop the ball from keeping falling. We can fix this by adding some solid actors. Let&amp;#039;s try adding an actor with the Border blueprint, which is also a default option in the &amp;quot;Add a blueprint&amp;quot; list. Once you&amp;#039;ve selected it, drag it from the belt and center it on the scene.&lt;br /&gt;
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Now if you press play, you&amp;#039;ll notice that your ball stays inside the boundaries! As usual on Castle, we can modify anything and everything to build anything we want. You&amp;#039;re probably seeing where this is going with the Marble Machine idea!&lt;br /&gt;
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== Editing physics ourselves ==&lt;br /&gt;
You&amp;#039;ve seen what a physics actor can do on the outside, but what do they look like on the inside? We&amp;#039;ll find out while trying to turn our &amp;quot;Ball&amp;quot; blueprint into a &amp;quot;Marble&amp;quot; blueprint by editing it.&lt;br /&gt;
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To begin editing, let&amp;#039;s open the inspector on the Ball actor by selecting it and pressing Edit Blueprint. From the inspector, open the Movement tab and take a look around.&lt;br /&gt;
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= Chapter 3 - Using Rules =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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Using rules to craft custom events and behaviors&lt;br /&gt;
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= Chapter 4 - Labeling actors with Tags =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What you&amp;#039;ll build in this chapter:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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Tags are a useful tool for helping actors to decide what to do when they interact with each other, or signaling for different events to happen.&lt;/div&gt;</summary>
		<author><name>Lukalot</name></author>
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