Build your first game
A practical first-game path using entities, components and a simple script.
#1. Start with a scene
Create a scene and add an entity. The editor stores scene state as JSON-compatible data: entities have IDs, names, tags, active state, optional hierarchy folders/prefab metadata, and a component map.
#2. Add a visual
Attach a SpriteRenderer and assign a sprite asset, or use a ShapeRenderer when you want a procedural primitive. Add a Camera and mark one camera as the main camera.
#3. Add physics when you need it
A typical physics actor uses a Rigidbody2D plus a Collider2D. Choose Dynamic, Kinematic or Static based on who is responsible for movement.
#4. Add a Script component
Put a script on the entity and define lifecycle functions. Vaelis calls onStart() once and onUpdate(dt) every render frame.
function onStart() {
this.speed = 220;
}
function onUpdate(dt) {
if (input.keyDown("ArrowRight")) {
this.x += this.speed * dt;
}
if (input.keyDown("ArrowLeft")) {
this.x -= this.speed * dt;
}
}#5. Prefer frame-rate-independent movement
Use time.deltaTime (or the dt lifecycle argument) when movement is expressed in units per second. Keep physics-step work in onFixedUpdate(dt) when the logic should track the fixed simulation cadence.
#6. Run, iterate, export
Use the editor’s Play flow to test, inspect the Debug HUD when diagnosing runtime behavior, then use Export for HTML5, PWA or Android APK.